Even after giving this simple modular planar mesh a proper light map in a second UV channel I get these horrible blotchy shadows.How can I fix this? Please note that: -I have already created a second UV channel with a proper light map and set UDK to read this as the light map channel. -I have already locked the UV's to the…
Hey guys, Well this is my first environment, and I wanted to create a environment that was low tris count and also modular. After buying and playing a ton of Deus Ex: Human Revolution I decided to model a environment off a concept from their Art Book, I wanted to make some things my way and be a little creative. The scene…
Hey Polycount, I wrapped up a personal project with the goal of understanding tools and fleshing out pipelines for modular organic assets. Coming from a stylized, handpainted background I also really wanted to get more in touch with realistic workflows. Any feedback welcomed, but I would really love any advice on how to…
Hi polycount, I've been a long time lurker on this forum and recently, an aspiring game artist. This is my first attempt at doing an environment. I'm going for a dark scifi horror movie like corridor/sewer. I plan on adding some props to break up the repetitiveness. Any feedback or suggestions would be appreciated. what…
Hi, today I release my last research in ue5 for geometry scripting. The goal was to create base shapes for fast level blockout only in ue5. All scripts are modular. Converted "meshes" or "level packed actors" can everytime updated with source script. Additonal contains the project new grid texture (meter & pixel) for…
Hey all, I am Alessandra a 3D Environment Artist with a focus on Stylized Art. I've been working in the games industry as a 3D Environment Artist and Prop artist for over 4 years, mostly working on games in Unreal Engine. Although my focus is on Stylized artwork, I can also work with semi-realistic environments. I have…
Sharing materials across multiple buildings is generally a good approach. You can also model elements in a modular way so that you're reusing meshes in addition to materials. While each building may have 10 materials, objects sharing a material will be batched into a single draw call. It can get more complicated than that,…
Re: blizz art contest, I think they meant more along the lines that an environment artist should have some environments to show. Take that Egyptian stylized wall, create a few more modular pieces with your trim sheet ability, a few props at the caliber or above of the bow and get it in engine. That alone would show exactly…
Take a look at mGear its a modular system and you can add features as many as you like. Its to complex to learn to crate such rigs. They use custom solver and a lot of python magic. mGear is free and super fast and easy to learn. If you dont try to become a rigger i wont try to learn it. It does take years to master like…
@icegodofhungary thanks for the crits! I added wear on the paint for the dividers and poles, as well as lowered the roughness on the plastic. I would say that getting the translucency to look right has been the largest challenge so far. @bhenderson thank you as well! I continued with the modular approach with the buildings…