I agree that your stuff is good, not great. And it doesn't help that your stuff is all over the place. If you're still trying to get into bigger studios, pick a focus and cater your folio to it. Make the best art in that specific focus you possible can. Even if you are trying out for indie or mobile, you need to hit a…
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…
with env based stuff, you get issues like this all the time esp with large but fairly simple component shapes, i try to put some little bits or extra objects in the gaps but you hav o be carfull doing this because if that small object gets used elsewhere it will load the entire texture
Im really digging the High Tech Lab. Is it your own concept? The Scanner/Analyzer is SOOO clean! Very believable. Is the environment for game production? If so, the only thing that throws me off a bit is the high resolution of the vertical cylindars in the back. Mad props if you decide to texture this env as well. -sniz
awesome works dude! Really dig the weapons very realstic and superb modelling. I would love to see the weapons normalmapped and baked down for ingame use. The mac-10 could be made quiete fast Lovely work, the environment rock too. I kinda start loving env art really..
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…
what prior says. although i never skin stuff as im an env artist. any export would be made from the t pose surely so baking the norms when in this position would be best and triangulating befor baking always gets better results if using external baker in my experience
Mop I think it really is a tool for tiling env stuff, or overlaid layers for damage textures - in that case the underlying geo is just flat so no problems. Agreed, on character stuff it makes not much sense and can only cause a mess (would only work with Brice's tool, since it also updates the UVs...)
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!
2 probs for me, 1- floor in top down shot is crap, plain and dosmt fit, 2- hrizontal line in cordor(with trees) dosnt work, would do if it was broken down or something. also env is nice techniquly but doesnt have creative catch. something to draw the mind into the space, and give it reason.