The majority of artists don't have issues with the way the tools work, at least not to a point that they would stop making art and go write scripts and tools. If you have twisted and poorly organized UV's that's mostly a problem with your workflow. How you make something can vastly affect how the UV's come out. If you…
I agree with @PeterK 's points here. I think when we reduce the Middle East to "mud huts" it cheapens really everything about the environment, which is something we should be very aware of as environment artists. There's incredibly unique architecture, design, and urban/natural interactions happening in the Middle East…
Thanks everybody. ScudzAlmighty - You're right, im using the normal plus the occlusion map for the "texture" to do a lot of the work. *I really am not sure how to texture this!* also i threw in a maya cloth texture in the specular attribute, which you can see in the bust. Oniram - you're right. i added a few cameras with…
I suggest considering becoming a Houdini specialist, doing wild environment/prop/architecture stuff like the fx scenes from Inception. Houdini is quite technical, but ultimately is an art tool that can benefit from the user's knowledge of programming. Put plenty of effort into learning how to make and alter modular…
And they're both on the same platform, it says more about the scope of the project rather than the cost of developing a game, if you would've said god of war 2 to god of war 3 I would've agreed though, since pipelines change, assets has to be made in entirely different ways. But in the case of making assets for consoles we…
If you're wanting to use UDK then modular is a good idea. Not only because it's "the Unreal way" but because you're going to, er, hit a wall when it comes to collision. Unreal handles collision in a few ways. If you build using BSP then collision is handled automatically. Your model at the moment is so simple that you…
I actually agree that the newest titles are garbage, save Prey or Titan Quest. I don't think it's a lack of story, I think it's the complete lack of any emotion in the games. Every PC game is set in a boring realistic world, with boring realistic lowest common denominator models and representations of classical monsters…
Hey! First of all, thanks for the mention. I am also doing similar "experiments" and "few-days games" though... I did not watch the whole video, but i skipped through it a few times, and I saw the part where you define which level to load. I think that could have been done better, by just using a name or string for the…
Things are coming together, but overall I feel you're holding yourself back. Maybe it's lack or reference or understanding the quality level at which game art should be at this day in age. I only say this because (and I don't mean to be rude, but) 10 years ago I was working on maps that appeared similar to this. That said,…
the main problem i see here is that your level lacks an overall concept. What kind of game-mode is the level intended? Multiplayer-Map, Singleplayer-Mission? What kind of area do you want to show? There are tons of things you can aim for whithin the Crysis theme: a small outpost, an Radar or communication - Site, ... I…