Hello Greentoothers ! I did some times ago a modular environment for a canceled indie mobile game, Hand painted texture and lightmaps, like the good ol' 98's pc game :) I plan to put it on my portfolio ,do you have any advice or feedback ? Thanks !
I've made most of it now using modular pieces. I've still got to make all the scene props and pigeons. I'm gonna get this into UDK now but I'm not sure exactly how to set the materials up as I've only done small scenes and objects in Unreal. Any tips?
I've been working on this small scene to improve my knowledge of PBR theory and creating modular tile sets, eventually it will lead to a large reactor in a separate room Still a lot I want to polish any thoughts would be great as I've kinda worn my eyes out looking at it : 0
This is my first scene made in Unreal Engine. My main goal was to create scene using modular workflow and learn more technical aspects of this engine like: shadows and types of lighting. All props was made and texture by me. You can see more screenshots here: http://www.artstation.com/artist/mcpr1de
This is my first scene made in Unreal Engine. My main goal was to create scene using modular workflow and learn more technical aspects of this engine like: shadows and types of lighting. All props was made and texture by me. You can see more screenshots here: http://www.artstation.com/artist/mcpr1de
Don't get this wrong, but a game design that can't be accomplished by the team at your disposal is a bad game design. Rethink your approach, study masters of the genere you are doing and understand what they are doing. 75 'very different' monsters is more than tripple A studios would do and therefore a horrible approach.…
Wow, thanks for the praise and crits everybody.I really appreciate it! About myself.I'm a games industy experienced artist (14 years) completely self taught (no degree) from sunny Leeds (UK).Currently out of work (like a lot of guys) I thought I'd put my idle time to good use and learn the Cryengine and UDK to create some…
Progress Report: I am deciding to gamble and go to GDC this year. I am particularly interested in moving to Texas, as such I think I am going to cross reference the expo floor with companies I know are in Texas. I have learned a great deal about UDK and feel -very- confident to say I "know" how to use it. I am in the…
Position: Environment Artist Location: San Francisco, CA Start Date: ASAP About nWay nWay was founded in 2011 by gaming veterans Tony Harman, Taehoon Kim, and Dave Jones to revolutionize online free-to-play gaming by bringing fun, console-quality multiplayer games to web and mobile platforms. Our team has collectively…
I'd suggest making a tiled sculpt and extracting textures. Then use modular design to reuse parts. Many articles here http://wiki.polycount.com/wiki/Modular_environments Plus you can add localized variation with texture blending http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending