The hallway is definitely your best piece, I think if you managed to get 3 or 4 environments with that quality you would be onto something. The UFO scene is ok-ish but there are a few things that stand out. First of all the lighting could have much more work, right now it is a bit of a mess composition wise, so I think if…
(4/1/21) Just a quick update. Since I am still very much in the blockout phase and want to really get a strong foundation before I go and start making assets for real, I decided to go back to the drawing board and redesign my storefront. The original one was modeled after the gas station storefronts in the urban areas of…
Yeah, it was a combo of a few factors: 1: having a large pool of talented painters (concept/diffuse people) who lacked tons of 3d experience but knew photoshop well & were supposed to drive the look of environments 2: having a large pool of pre-existing painterly diffuse maps 3: having a *very* distinct style-goal in mind…
Yes I could fill up a whole DVD about vegetation modeling but the vertex stuff was also new to me. :) Normally I decide what kind of tree I want to do, search references and take photos for leaves or extract textures from photos. I also decide on my poly budget (If I do a forest scene I dont go to crazy for each tree, if I…
Hey dude that's cool! I'm still a wannabe environment artist too, but I've dabbled in a bit of everything. Enviro is the most exciting! what I've learned so far is enviro takes a lot of patience to bring a project to a finish. You have to go the extra mile to show your assets some love. It's easy to get carried away with…
Jarm, Thanks for the C&C, I figured less is more. I still have a ton of work to go. Glad you like the basic composition though. I am not to familiar with apply vertex blending to landscape layers. It is something I would have to look into, I know a ton about vertex blending shaders themselves. To be honest this is my first…
Hey Donte, I'm gonna echo a few points some others have mentioned. But here are my thoughts. 1. The site design itself looks very, err, geocities? Is probably the best way I can describe it I think. It just looks very early-internet and feels awkward. I'd recommend looking at other artists portfolios and you'll see many of…
Project/Client High-lights: Dead Alliance - AA Client: Psyops / Illfonic PS4/PC-Steam Publisher: Maximum Games - Mid-to-Complex Scale Art & Tech Solutions - All Zombie Characters : Modeling, Texturing, Rigging, Technical Setup - Hi End Sculpts, 4k Rez Textures, Process for Game LODs - Highly Stylized Characters with…
Update #1 - Wall Tiles I'm trying to be smart and modular about this - so environment tiles are clearly the best way to go. (Not going to lie, I'm more of a Character, Props, and Weapons kind of guy - building entire environments is definitely exploring outside of my usual scope) Step One was planning and laying out…
-Work with the pencil instead of the brush tool -Toggle "Pencil" mode on the Eraser tool -Toggle off anti-aliasing on all selection tools -Toggle off anti-aliasing on the type tool -When working on a tileset, use the Slice tool and create a slice for each tile. Then use the "Save for web" -feature in order to batch save…