3D Game Environment I recently found a gorgeous set of environment concepts by Quentin Mabille and found that the first entry really sparked my interest and I decided to use my newfound knowledge in Maya, Zbrush, and Substance baking to try my hand at recreating the concept in Unreal Engine 5, which I where I created my…
Hi everyone, my nickname is b000001, I'm from Ukraine, my team of 2 people is creating a city for a mobile project and I want to share it with you. We decided to use the method of creating buildings from photo textures that Rockstar used in their old games, for this we found a photographer who took over 35000 photos of…
The link is not working because of those parenthesis. I'll leave the big thorough reviews for actual enviro artist but a few notes: what sort of job are you seeking? Film, games? I didn't see any breakdown shots. If you are trying to do realtime graphics work I think that is important to show you can make good looking…
Yes, I understand and I do think the technology is cool and the results are amazing BUT I don't like what it represents. What is the future for 3D artists then? Are we going to spin around a model 100 times and take pictures and then do a lot of grunt work to make it game-ready? One of the reasons I started working in…
I got a few wishlist items to add as well - all quality of life stuff: - Option to overwrite or create new name when importing materials of same name - When a material is selected by double clicking mesh in viewport, jump to the material in the materials panel - Press F to jump to selected item in the scene hierarchy and…
looks good but here's how you can improve it: 1. green - the mirroring is visible on all axes. im guessing that your mesh doesn't tile very well and you resorted to mirroring. modularity is good but it doesn't mean to do only meshes that repeat indefinitely. make a corner mesh or cover that mirroring with some decals/edge…
looking really cool so far. it would be neat to see a bit more variation in the texture. dirt. cracks. etc. especially in the red bricks, which at the moment look a tad bit too specular, as well as kind of boring. i really like the green trimming that youve got around the building, but i feel that from far away its kind of…
JLHGameArt Thanks! @Sunray Thanks! I´m planning to try to bring more of that effect there. @hmm_rock Thanks! I use a lot of FFD, bend and twist modifiers. My stack is usually full of those :) For texturing and baking I use Substance Designer. I have a very messy graph that uses id map to mask different foliage. Then it…
Alright, that was fucking stressful but as usual, the issue was I made a mistake way earlier and now I was trying to do complex stuff to solve derivative errors from that mistake. It's kind of a lot to explain, but I'll try to do so simply so somebody else might avoid the same mistake: I rigged a human model, then after…
The only way to do this is a "scripted plugin" in Maxscript, like my shader. It's about as difficult as it gets in terms of maxscript, hence why our code can be a bit flaky and could do with an overhaul (both me and RJ became much more experienced with maxscript after releasing it). Also, we put so much effort into this…