Agreed with the others. Also, you've got some good work, but I'd add at least one more piece. Two vehicles and a diner scene doesn't make a modern day environment artist. A modular environment built using modern construction techniques would help push you in that direction. Also, you spelled "Detials". Make sure you focus…
lightmass will create a baked lightmap for your entire scene. it will determine where light/shadow is defined.. thats the baking part of it. for individual assets, say you have a wall.. and both sides of the wall share UVs, if one side gets hit by shadow, it will reflect on the other side. thats why for modularity's sake,…
Hey, looking awesome. :) In addition to what's been mentioned, I'd look at the shadow being cast by the chair on the rightmost wall - it sticks out in particular to me Correct me if wrong but I'm assuming just increasing the lightmap resolution of your wall will help with that. Using modular walls instead of one big,…
hey all, I was working on-and-off on this project the last few weeks and kind of adjusted the atmosphere in the environment and dropped the "Suckerpunch" theme. I'm doing some texturing for the modular pieces and looking for some ways to break up the tiling. Also I'm working on some pieces that might make the environment…
thanks guys @ ExcessiveZero Thats definately a unique way of getting detail. I'll try it out @ Valias The version on the quixel site is pretty much exactly how I would of done it, so I decided to not go with this concept and found this This looks like a nice combination of modularity and composition. Was not easy to find…
Yes, that is generally the right workflow. You can also add individual bricks, tesselation and other techniques to break the modular surface, depending on the result you are going for. I'd recommend the tiling overlap sculpt technique that Anthony Vitale shows in one of his youtube videos. It's in zbrush, but it still show…
That's up to you, I suppose. Usually I think it's for modular texture sheet for customization. (changing gears' color without changing character's skin. or vice versa.) I don't know what loads faster in term of performance or taking up less space. 2 sheet of 1024x1024, or 1 sheet of 2048x2048. Oh, the voting thread for…
I guess I should have panned up a bit. The slabs on the street are from this bit of damage, caused by an explosion inside the building. I guess I could have gone further with scene-wide structural damage, but this was really my first try building modular sets for buildings, so I didn't want to be too ambitious with…
Modern Muscle Car (rendered in Unity Game Engine) #12 of the vehicles to be completed. This model came in at 978 polygons for the final count and uses a 512 x 512 texture for the diffuse and reflection (in alpha channel). If you're interested in acquiring this large pack of low poly cars and the complete modular city kit…
Learn to optimise your modeling then. You rarely see super high poly UDK pieces because you don't need it. Normal maps and some modeling tricks and you should be good really. Look into modularity and building stuff inside of udk with pieces. Without meaning to offend you, the technical limit would only be reached if your…