For a nighttime scene, the stylized fantasy scene seems much too brightly and uniformly lit. I'd greatly reduce (or even eliminate) the ambient light, and have a distant omni lightrepresenting the moon giving a faint light. The primary light for the scene should be the bluish glow from the crystals and the yellowish glow…
Method 2 also makes more sense if the camera can come up very close to the object. You'll always have more texel density if you use tiling textures. For a FPS game I would probably use method 2, as the resolution of a unique texture for that object probably won't hold up, unless it's crazily big. Alien Isolation used this…
thanks for the feedback guys, mr significant, I use this megascans chart as a very rough base for the roughness value http://forum.allegorithmic.com/index.php?action=dlattach;topic=1060.0;attach=985;image but other than that most of it is eyeballed and just seeing what looks good in lots of lighting setups in marmoset I…
We're approaching the end of the art dump, so I'm switching over to environment art! If you've checked out our kickstarter, you'll have seen that the player is a mercenary working for corporations... Here's a sampling of the environment art from M.A.C.E Corp. Placing weapons platforms (fancy word for turrets) is a big part…
First of all, you can use dropbox as an impromptu web server. Just toss your site in a subfolder in public, and hand out the URL to the index page. Like this: http://dl.dropbox.com/u/448525/Website_experiments/Flexible_Scalingboxes.html Second, GLR doesn't really teach how to make efficient game art. During my time there,…
Thank you :) Heres a few that have caught my interest.. I want to make something that can be viewed first person, so not an isometric or mobile game type environment. Most of these are Final Fantasy 9 backgrounds and wonder if I could translate them into first person 3D... a) Final Fantasy 9 Background (not technically…
Some really great work in there :D That demon skull headed gnome looks pretty horrific :) My personal little gripes though. The skull/bone structure wall is too heavily chipped/weathered on the protected edges, while the exposed edges are equally weathered. Either the exposed edges need more chips, or the protected edges…
@ Hayden and Kenobi - yea, i didn't even realize that's what the idol was either until I started getting on prop forums and getting screenshots for reference. It's based on a larger aztec fertility idol, which is surprisingly even more detailed and creepy. @ Wesley - thanks for the advice on reference - i've only played…
Anyone who has studied Epic and modularity will immediately be able to see how closely you laid out your map to the one contained in this Epic white paper: http://udn.epicgames.com/Three/rsrc/Three/ModularLevelDesign/ModularLevelDesign.pdf Imitation is the best form of flattery, but be careful how much of your "design" is…
What's up polypeeps. It's yah boi, DJ Skinnypenis, back at it with another scene. This time I'm going to be tackling this hallway setup with the help of Alex Galuzin's Corridor tutorial series. Goals for this are to use as much of these modular pieces before resorting to custom geo, as well producing a more cohesive…