There are some great modular elements here! You will definitely be able to make an awesome scene with everything you've made. The night scene is bothering me a little, because it doesn't really resemble night lighting from the moon. The light coming from the windows should provide a glow from the outside of the frames, and…
I would usualy start in photoshop, overlaying on a new layer with different colors a breakdown of the elements it can or should be split into. If you want to get more detailed in this stage you can mark what can be modelled using tiling mats and what needs to be individualy textured/baked. Then the next step is to make a…
Made a fair amont of progress since the last post. I added in some large logs underneath the top tier to show that is being supported. I started looking into incorperating the ropes into my scene, and normal mapped the rope effect onto a single cylinder as suggested in a previous meeting. I'm trying to use the rope as…
1. Everything gets triangulated at runtime if you manually tessellate it or not. 2. Yes, the more you can fit on a texture sheet the better, unless your compromising the quality. Less texture sheets = less draw calls. I tend to model things as they are in real life. If they have plenty of separate pieces in real life, then…
looks like an alright start, first thing that strikes me is it's a bit 'fatter' the windows in the center look too skinny. Looks like a decent start. I've had one of them sitting unfinished on my drive for sometime, I started back when I heard about the game coming out. :D Here's a link I created with a bunch of the info…
Reminds me of the place in Assassin's Creed where you gotta kill that target who's poisoning people with a fountain of wine. You problem is that all your hipoly pieces are: - In dark areas as well as being dark - In areas that are usually farther away from the player (up in the roof) So you are kind of wasting all your…
Hey all! Starting on my LAST EVER project for school! Going to be creating a stylized Warhammer 40k junkyard with a hero piece in the center and lots of modular buildings around. Going for a more stylized painterly Disco Elysium meets Crash Bandicoot 4 aesthetic. I want to use lots of brushstrokes but still keep the scene…
We are looking for 1-2 prop artists. Work is full time for next month probably. Possibly more work in the future. Artist should be familiar with typical techniques such as high poly modelling, high poly -> low poly baking, texturing, trim sheets, etc. More info about the project can be found here :…
Hey everyone! I'm a self-teaching environment art beginner and this is my first environment ever. I started learning the softwares with this environment, so I'm so open to any feedback on any topic. Softwares I use: Maya, ZBrush, Substance Painter, UE4, Photoshop (I also started learning Designer and SpeedTree but I can't…
Orcari games are looking for a creative environment artist to develop stunning natural biomes and settings targeted at the next generation of consoles. Candidates should be pioneering, driven and self-motivated. The role is remote so a high level of communication and self-management skills are key. Requirements: * 3+ years…