Came back determined to finish this. When i started it i didn't have the knowledge on how to efficiently do it,I thought i had to unwrap and bake HP/LP for every individual piece, but now i'm gonna try this with tiling materials and trim sheets. After that comes the environment stuff which i have no idea, but i'll get the…
If you use Maya then why not build it there? Set up your image plane and scale the drawing to real world size. If you draw your sketch with a mm ruler using a 1cm = 1m(or equivalent ) scale then you can just choose an arbitrary wall from your sketch and scale it to suit based on your Maya scene scale. In the early stages…
Its an extremely specific question and depends on way too many variables to answer with any sort of authority. Hell, you may end up using both methods on a single large asset. Generally, you would consult with your graphics programmers/technical artist for a specific project and come up with some sort of guideline for it.…
Gotcha. Added a bit of a leveling to my blockout since. I'll be breaking up the silhouette a bit more by exaggerating the bent metal and laying out pieces of cloth. Yes I remember exactly what you're talking about. They'll pretty much be modular pieces and tileable textures blended into each other. I'll be planning it out…
Right, though some roles will generally require a lot more hard surface modeling that others. If you're interested in entering the industry and doing primarily hard surface work, shoot for a junior environment artist position. This will (generally) have you doing: Props, Building/modular sets Tiling textures Set dressing…
Back to the scene now, I've got a modular building layout done and am working on finishing the first four pieces. It broken up into: facade, 1st story, 2nd, and the roof. This is using all realtime lighting due to my great frustrations with how limited baked lighting is. I'm considering making a breakdown of best practices…
I'm pretty much done with the tea house scene. Just looking for any feedback. I turned off shadows for the leaves to help make them appear less planar. And I added post process volume to turn down the default bloom in the engine since it made the lantern lighting overly blown. Overall I've kept it rather low-poly. @Skargut…
The problem is in how you laid out this place in the first place. Your landscape design screams linear path. If you are going to keep this design, then the best way to make this less linear is to add in height variation and make the path go through, say, a large building that goes up and has open areas and tight areas.…
Thanks for feedback guys! @slipsius: The shingles were done that way so that they were modular pieces, but I've since changed that in favor of a more unique roof as Cody suggested. @praxedes: Thanks for the suggestions, I'll keep them in mind for next time as I'm aiming for a more mid-poly environment with this one. Got…
I've not really done much modelling recently, at least none that I have any interest in any more. Modelling was my first interest in game development though, and I even work with some folks at TF2Maps.net to make a model pack, earning a Map Maker's Medallion in the process. It was the Construction set, which you can find…