Hey everyone!So I've been studying on my own to be an Environment Artist and wanted to get some feedback on my portfolio and some ideas I had. https://www.artstation.com/luizalvares I'm unsure if I should keep any of the environments, I thought about remaking the first scene because I was still learning about texturing and…
That's fairly normal in a block out stage to have all odd lengths. You are just getting a feel for the general space there. One of the major points of greyboxing is not to be locked into things like having one random wall being 11.312m long. if you intend to go on from there to develop a modular set from that, modular has…
Hi, I am a CG artist and started learning CG a few years ago. I wanted to learn CG Characters. Here is my experience with YCFCG Character English Class: This class is just a Chinese voice over tutorial with English subtitles. No English voice. They did not mention that clearly on their website, which makes them an…
I made some progress today! I've been playing a *lot* of Borderlands 3, which has helped inspire some ideas for the glass, not sure if I like it completely yet but I think it's on the right path of adding some "techy" futuristic vibes to the scene. Here's where I'm at so far this week: I started a new brick texture and…
Hey guys! Loooooooooooooong time no see!! I'm here to say that I'm alive and that I've continued to work hard on this project. Since then I had a lot of advance and learning that I'll condense here in this topic. Let's go! So after dealing with the lighting I started to get into the mood that I wanted and started creating…
For something like this, especially with more stylized models, you'll probably want to use Dynamesh as more of an intermediate step only to merge the shapes together. Start with very basic shapes. I find it helps to keep the vertex count as low as possible on each one, and instead let the subdivision's algorithm do its job…
There's always going to be some distortion. There's always going to be a slight variance in pixel density. You could turn all those circles into strips if you wanted. Then scale them to match densities. It's all about optimizing, not finding the perfect solution. The front face of your cylinder will always be distorted…
Thank you for your detailed answers ! Honnestly you both gave me the kind of answers I needed. But to make sure I understood : a viable worflow as environnement artist ( I say environnment but let's go with props, and modulars kits to build scenes ) would be : 1) Modelling or sculpting the high poly mesh, no matter the way…
This looks like a normal map gradation issue. There's a few things that can cause this but some likely factors are: a lack of hard edges, mismatched triangulation and mismatched tangent space. Uncontrolled smoothing on flat (planar) surfaces can result in extreme gradients in baked normals. Long thin geometry will produce…
That's pretty simple actually. All 3d programs and game engines actually measure things in millimeters, centimeters, meters, etc. (in an abstract virtual kind of way) and store that measurement info in exported files that they can all read and understand like .obj and .fbx. You just have to find out where your software…