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
Thank you both. Well i decided to keep going but i did some low poly parts of it and because of its massive scale Im going to have to treat this like an env piece. im not sure why it puts the white bar above everything, sorry about that in advance. low+normals
Very cool. Definitely reminds me of a shriveled up veyron (in a good way). I think that your silhouette looks pretty good, considering the polycount. Edgeflow looks nice and clean. SHEPEIRO: The idea of only baking areas that don't involve env reflections is something I never thought of. Useful tidbit there :)
vcortis: link fixed :) I'm adding wire frame to my to-do list right now, thanks for the advice ! mathes: Thanks man ! NAIMA: thanks, i'm be sure to add additional info on my sets. SasoChicken: Thanks bro ! i'll be updating this thread with my new env some time this week.
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.
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…
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
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
1:. Concentrate on one thing. 2: there are less character artists and the entry bar is higher compared to env/prop art. It's more work but if you really like doing it the other areas probably won't make you happy 3: doesn't really matter what you use if you make good stuff