Alot of the stuff you posted is more related to a Level Designer, than an Environment Artist. There's no really crash courses like said above, but there are some great websites and DVD/Books that really help. [ame]http://www.amazon.com/3D-Game-Environments-Create-Professional/dp/0240808959[/ame] This book gives a good…
You are getting it wrong in my opinion. What's your main goal in these 2 weeks? Create an interesting scene or just put a couple of props together? Instead of starting it up with minor props you could put a 3d layout together, get a nice base down and work from that. A major problem I see with "env artists" these days is…
Hi - I think I was in that Games Industry Mentor episode. Anyway, if you want to grab the site, you can get a copy here: www.isaacoster.com Also, the guy who does those podcasts has a pretty solid env portfolio. You can check it out here: www.acanaday.com Good luck!
Wow, thanks guys! A graph is not the easiest thing to break down, but I'll try! Since I used SD5 I can't share any graph yet (you'd not be able to open it). @Dave Jr: I used the default env map from SD and a spot light for the specular highlight on the left face
been watching this thread silently and too much awesomeness in your thread! as an env. artist i cant judge your skills(which is pretty awesome) but i can say your characters have a character Nizza :)! these characters have really unique looking and makes me want to see them in motion.
Congrats man! Last year I applied at Blizz for a env. artist position on the WoW team in January and didn't hear anything back until late June when they offered me a phone interview and then an art test. Took me a few weeks after I turned in the test to hear anything back.
Started texturing * 2 custom textures. Based from republic commando, brought into photoshop * Had some issues with the sun… light env * Spent too much time trying to debug it * I wanted non “full bright” to get a better screenshot with the new textures…. * Eh, prob not worth the time at this stage
Because this looks like a Deus Ex concept you may want to check this out. This was one of the monthly noob env art challenges that also used Deus Ex work. May give you some ideas seeing how other people worked. http://www.polycount.com/forum/showthread.php?t=126422
Use the spec map into your normal map alpha channel. The phongexponent is the gloss map.Play with phongboost value(like a multiplier for spec map) and phong fresnelranges.Also the env reflection will also use the normal map alpha channel with "$normalmapalphaenvmask" "1" but suggest using "envmaptint" to tone it down like…
Updates updates... progress on this has been terribly slow but i'm getting there. Problem (or not) has been me learning a whole lot of stuff about CE3 everyday and wanting to implement it... and you might not even see it as they're really minor stuff as reflections from env probes and such. Anyway as usual here's the…