My work so far! I could call it finished, but If someone has any ideas to make the scene better, do tell please! After started and (kind of) finishing a awesome mech-tank I am now starting on a new portfolio piece called: Sanctum. (My old thread: http://www.polycount.com/forum/showthread.php?t=116199) I will make my first…
Hey guys. In my final semester of school and just finished my first environment in Cryengine. I was aiming for more of a semi-realistic Fairy Forest, with a sizable dose of fantasy. I'll post a quick ~2 min vid of it, that I'll be using in case I get job offers until my second environment is complete and I can put out a…
Started working on a castle hall interior with its inspirational basis in the barrel arcs found in Gothic castle & church architecture. Here's a reference shot: As we can see I need to create more height in the hall to get that visually appealing majesticity :) I'm doing this environment semi-modularly. Here's a few days…
Hello, recently I decided to revisit a University project that I wanted to improve as I had a great time making it, but unfortunately also had other modules to contend with so I couldn't accomplish everything I set out to do. The scene is based on the Balin's Tomb scene in The Fellowship of the Ring (before the cave troll…
Hi everyone. I' m working on a stylized environment/level that I might eventually mess around with in Unity. I was inspired by a few open p2s games, namely Dragon Quest 8. Stylistically, I'm trying to create something that looks retro but is still stylized and aimed for ios and android machines. I'm not sure how much polys…
Hi all, Just was reading this article http://www.thiagoklafke.com/modularenvironments.html and was wondering how he UVed the straight texture on to circular one without stretching. Its annoying when you know how to do something but something comes along and makes you look bad. Any ideas?, im using 3ds max
These wiki pages might help you http://wiki.polycount.com/wiki/Modular_environments http://wiki.polycount.com/wiki/MultiTexture http://wiki.polycount.com/wiki/ChannelPacking
I tried developing the Sky island architecture 🤔 Were thinking of making each part of the models separately so that they can be modularly assembled and thus give a lot more variety in architecture while not giving us a lot of work! YAY!