I've just finished retopologizing some sculpted curly hair. That took me about 3.5 hours to get to the final polycount of around 1700 polys. That's an extreme example since it was retopo'ed from scratch without re-using bits of a base mesh. It also doesn't have a nice regular surface so most of it was done painstakingly…
You have already set the blockout. An environment artist (I am a weapon artist) should be able to tell you if it is right or not, but I think that what you have done is quite fine. As I see it, setting up a blockout and then replacing those blocks with a modular sets and hero props is the right way to go. Using at first…
(EDIT: WAIT I FOUND THE ORIGINAL FILE - 2018 Bagel) Some Dishonored fanart... sorta. First task for school this year was to create a coin, just to get back into the swing of making assets. I might have gotten a tad side tracked and put together a little scene in Unity. The coins are 64 tris each, with 512x512…
- modularity is the enemy of a convincing scene. Do not encourage new artists into it until they can hand-tool an environment with the deftest of touches and have set their own benchmark. - to the people who post in crunch/overtime threads saying how they down tools at 6pm regardless of the situation and how great they are…
Usually prefer not to reference my own work, but I'm not finding a lot of good examples with maps posted. I used 3 textures for everything in this set: A 512 tiling stones texture for the walls, a 512 x 1024 trims texture, and a 1024 square for "details". We were on a really tight budget for texture memory, so I had to get…
Yeah I wouldn't really feel comfortable opening up a PSU. I tested it last night with a psu tester and it's definitely dead. I've ordered this one, which I think is a pretty good choice? [ame="https://www.amazon.co.uk/dp/B00FG9FWF8/ref=gno_cart_title_0?_encoding=UTF8&psc=1&smid=A3P5ROKL5A1OLE"]Corsair CP-9020054-UK RM…
Nice work Brandon. I see that you're working towards an effective composition that invites the player, and I think that your bright colors give this piece a distinguished soul. You're back in school which eats away your time, but I think a little more work on resolving placement and design elements will really make this…
I'm also quite interested in how things like this are approached. Speaking about modelling, i would probably use one large mesh for hull and accommodation, separate meshes for hatch covers, and working my way down the scale from large props to small ones. There should be plenty repetition to allow for use of models.…
The Witcher 3 is absolutely gorgeous to run around in. Fallout 4/Bethesda games have the charm of being smart and witty with their environments and prop placement/cluttering as well as assets that are highly reusable/modular due to the amount they have to make, not to mention you can't underestimate the value of making…
Currently working on building a fantasy castle scene, with some Scottish influences. First overall shot, blocking out the general shape of the castle in Unreal in comparison to the terrain that I generated using World Machine. I tried applying some textures to the blocks, but the cylinders wanted nothing to do with it. The…