Pixelmasher- I agree with trying to stay away from doing cliche, cookie cutter environment work. So far I think my project choices are pretty unique. Hopefully I can get some stuff posted on here before the end of the month. Your 100% correct about Syd Meyer.
thanks guys for the quick replies my side of view: skylebones: technically speaking i have 5 years of experience, 1 of which is in-studio. but i'm curious as to what you mean by not being able to do it with free/cheap programs, or more precisely why i can't? r_fletch_r: i've never heard of those engines tbh, i like unity…
Thanks PixelMasher. Nice seeing another lighter around :) Geezus: I want to finish that too, but I lost most of it in a horrible horrible computer accident when I moved out here. The poor thing didnt stand a chance. <3
I could use some advice or tips on this one, I'm having trouble getting at this here. Here's some references of more or less what I'm after: 1 2 3 The first is more accurate to what I'm wanting to create. Dark base for the 'pits', lighter layer for the 'bumps', which have a nice flat/plateau look in the spec (the second…
BigErn: That motorcycle chase in Bolt was definitely a big inspiration, so it's cool that it comes through even in this state. Josh_Singh: Thanks! Ferg: I changed up the avatar just for you, Ferg. I intend to give her a bit more definition in a couple of areas, but probably only through sculpting now. I want to keep her…
I worked a lot since the last update. I updated the scene more. Did some blending on the pillars and floor. Extended the scene a bit. Here is how the current scene looks like. Hope you will like it. I have to work on the BG mountains and Polish some assets here and there. Then this project will be finally over. I would…
Thanks for the feedback Pixelpatron! I agree, because of the size and shapes of the rock assets, the scene feels "noiser" than it needs to be, so I've worked on reshaping and resizing a few of the rock assets. Update 1.1 The week began with "pushing" back the level of details on the rock models, and in UE4 it became easier…
anyone think of a decent name for the group? I did consider pixelcount, but it 's largely meaningless to people not referred from these boards ... likewise something like "2D and 3D pros" is really dour ...
there was a lot of crap being told when stuff was called "next gen". things are definitely not evolved enough to trust the machine to handle things well. i regularly paint in highlights and shadows, just not as strong as we used to do it in the pre-pixelshader era. combined with a shader, reflection, (subtle) rimlight, etc…