Uhm, guys, this isn't really great constructive criticism you're giving there... Lamb, there is more to critique about the piece beyond the backstory, and I think we can say that the backstory is more a trope by this point than that it's cheesy. I don't think it's very helpful to someone to just give them a drive-by…
Thanks NegevPro. If this game doesn't work there will be time for smaller projects. Along the way we have learned much more than starting with something small. At least for me, with all the work done this last year, leaving behind complex mechanics I've already done to go to simpler mechanics will not contribute much to my…
evilpixills:The noise is noted, thanks. The algae you see are actually an alpha'd layer of plants/algae hanging from the dock, but the lighting really messed that up! I see that now, it really gives the wrong impression. I could darken that texture, that'd probably help a lot. Thanks for pointing that out. On the front…
The Project Malaise (working title) is s sci-fi survival game inspired by old-school movies such as Alien and Pitch Black, where few survivors find themselves in an alien environment facing an unknown sentient threat. The game is done in a slightly retro-futuristic look, attempting to capture the clunky sci-fi tech of the…
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
You have some really nice stuff! Overally I think you have some good skills but you need that final push to make things better. I'll try and go through every entry * Bathroom - remove this, it's really lackluster compared to your other mini dioramas * Peacekeeper and Troublemaker - I like these, but I think your…
The vertex blending can be kind of expensive, it requires verts wherever you plan to blend, you can save the tris/verts and use a simple B/W map as a mask. There are a few options and you don't ways need verts. But it depends on what app/engine you decide to do the final scene in as to what methods will probably work best.…
Here's one example of a piece for level design. (not exactly environment art, but in the realm) https://www.youtube.com/watch?v=NtuHAh9yciM It was made in far cry's editor for a level design position. I don't think the applicant got the position (not sure of the reason) but its a great example of what you're looking for.…
Thank you for such an awesome overview!! I'm still in awe of the wealth of information contained in that single post!! That information took some serious time to process over the holidays -- and I'm still going through it too -- but all of it is totally useful to me, so once again, thank you! For now, some questions ---…
@ sltrOlsson - Just to clarify, you're wanting to see the rock ztls that I duplicated around to make the tileables with? @ SaboR1996 - Thanks! I like him too! :D @ Fenyce - Hey! I'm glad you like them. I mainly use TrimSmoothBorder brush with a square alpha. If you want a little noise left behind as you sculpt, you can add…