This is trully, one of the most impressive env. portfolio I've seen in a while ! You shouldn't have big trouble finding a new job ;) http://www.blizzard.com/us/jobopp/art-lead-3d-environment-artist.html ( just in case you'd like to know what sunny weather actually means ;) )
some kind soul uploaded the day 3 pixologic demo, in case you missed it. [ame]www.youtube.com/watch?v=r01toIcnFl0&list=UUz9ClJrjuztSZP-mLQl42dA[/ame] That array thing might be huge for env work and tileable sculpting, been really pining for a better workflow that allows for quick concepting.
Pas op manneke Well, you know it's not the only way, the easiest being fetching lower mipmaps of the cubemap :) wReflect.xyz = -reflect( input_vtx.eye, input_maps.normal ); wReflect.w = input_maps.specularPower * ReflectionBlurFactor; half3 env = texCUBElod(EnvSampler, wReflect).rgb; you can bruteforce a blur kernel into…
cycloverid, I am a lighting / textureing artist who has been focused on the feature animation industry but seeing this has really shown me that games have def. progressed into the cinematic realm. This piece has inspired me to looking to being an Env. Artist for games. Thanks for creating. ..oxy..
Not exactly informative how they do all the rocks, but Mak Malovic worked on some rocks and is the Lead Env Artist https://www.artstation.com/artwork/Pwnn4 Might be worth asking the question to him on Artstation. I thought about doing that myself several weeks ago, they are very gorgeous rocks/cliffs
Montreal is booming, but they are very selective.. they want top notch talent. We really need more top talent Env artists here in the city. If your portfolio is strong, you will find a job in time. Chr art is usually a bit harder to go into, mainly because there are less of them on projects.
At the moment no but they said that they have some plans for baking. From what i read they want to transform Mixer in a Painter like software. And to use Megascans materials in Mixer to texture the assets i think that you must subscribe. Although Megascans is really meant for env texturing not really for single assets.
Try it and see if you get away with it. Always a good way of doing things. An issue we have with cubmaps on env stuff is a bunch of metal stuff is indoors and there is a bunch out doors but its all using the same material / cubemap. So yeah all the stuff inside is glowing... Brutal!
Nice value sketches... and entire thread. I personally like the layout of the forest path with the stairs from day 3. The little envs from Jan 7 are really cool too. Keep it up! I also really like your Calcifer, your Zbrush skills are looking sharp.
If you want some good small sci-fi envs feel free to PM me. I saved a bunch of good 1-2 month (project length) ones and wouldn't mind sending them over since I don't think I will ever actually make them.