The eng spots seemed tight, and hard to defend. Eng forward bases need to be big enough to hold a few people, think of them as a gathering spot for a forward push. Like the sewers in 2-Fort. You have the wait time on the teleporter, spawn times and you need to fit everyone in a sheltered position. Just dropping ammo in a…
heye there.. if you want to make a portal like env then I would suggest to block out the whole thing, models and textures, before you start to think about the color tone of your floor tiles :)
Might be not exactly what you were looking for, but at http://www.mattepainting.org/ are some great env concepts, theyre also categorized, scifi, natural, etc. but I like to klick the random ones and then refresh the page :D
Thank you for your feedback guys. I will not redo this model, but I really see your points. I am participating in the env. challenge right now so that should keep me busy :p
Here I am. After some eyes rest I returned on the env and completely changed the lighting mood. Now I think I gave the scene a more dirty and mysterious yet quiet look.
He means environments only! Characters and weapons are allocated differently from the env mega texture allocation so they always stay sharper, since a character or a weapon is usually more important than a pipe! :P
Hello everyone, I am Aru and I recently did a studio ghibli inspired environment under 2 weeks as I was and still am in a crunch with uni assignments and all. Just wanted to link it here so you can check it out and also critique it and give me feedbacks so that I know what I am doing if I revisit this and for my future…
Starting a new env piece. Probably going to use UDK. Inspired by Christina's World by Andrew Wyeth and some of Edward Hopper's landscape/house paintings. Lighting will be an overcast sky with clear sky on the horizon, and a sunrise. Made a quick blockout in Max, playing with colors and composition. Doing a rough paintover,…
Hi guys, quick question; How do we enable a flat shaded on CE3? it's for a debugging purpose, for example like looking at the overall color balance on the scene? I cant find an option to enable this but karatekodden manage to get a screenshot of it on his Hacker Nest Env. Really glad if anyone can help me on this~
At the end of the day, all rotations are handled as a quaternion (I'm pretty sure about this across all game engines - I could be wrong about UE4 though but I'm going to guess it does quaternion). They are more efficient. Here's a good breakdown of both…