Im not sure if MW2 used so many megascans at all, definitely not "as is" Personally just throwing in megascans is not a great way to make a production environment which can be art directed / color changed and have a clean and fast library You should plan what exactly you need, and especially in AAA no environment artists…
Since it looks like you need people to answer these specific questions I'll bite. Saves time. I could waste weeks building unique city blocks and hallways or I could create a few dozen pieces and then mix and match them to create new unique structures. Often when you create one piece it can be turned into a bunch of other…
Hey! I thought I'd make this beautiful concept from Tart / Wyrmforge from Twitter into 3d for my portfolio. I had been thinking of that first character for a while, I really love everything about them, so I was really happy when I got the permission from the original artist! So let's get started then! I was a bit…
Area-F Environment : Development Diary https://www.artstation.com/artwork/ybvr25 Hello everyone again, I wanted to share a job I did a few months ago for the school where I study, I created a documentation to accompany the work and I would like to share a little of that documentation by creating a post on this page. + 0 to…
Hello. So as a 3D artist it's important to know what the performance impact of my choices are going to be in-game. I don't work for a massive triple-A company who's been doing game art for 20 years which knows the secret to performance, and since google doesn't turn anything up of value I'm left with the question: What is…
Hey all, Maybe this can be a discussion. A recent response of mine to another poster on this site has got me wondering about workflows, time and efficiency. In this case I'm talking environmental modeling, UVing and texturing in a modular/reusable/hero + tiling/atlas/overlapping UV sense. I've read as many articles and…
I looks like you have a good foundation - It's really about getting into the details. What you are making right now would make for good concepts or visual designs. But if you want to work in games, or on production assets, you need to build up more than just the minimum required to fill a single perspective shot. Firstly -…
Hey Adam, The above references are a great start and I think the solution can be abit more simple than you might think. I would go with a sort of blend technique between UDK and God of War 3. In UDK's main jungle rock it seems like it started in Max(any modeling package) as a basic block out and was further…
So much stuff, wow. Vehicles: - Do the planes need to be that high poly if you'll only see them flying over head I bet you could trim down the poly count if they are to be actual in game models used for real time? I guess if your aim is to combine a bunch of portfolio pieces into one and show individual shots of each…
Blog Entry #1 - Grass Objects For the past two weeks i've been working on vegetation. A slow process considering i'm overhauling everything! But I thought i'd start on the obvious and make some new grass. Step 1: The workflow for making my grass is a little time consuming initially. You start off by making a simple grass…