Yeah, there is only one wireframe shot of an environment there, and even that is an in game screenshot. I am hoping to see actual high poly source model example.
I would also like to see an example of appropriate high poly environment models. As I've mentioned early, I'm working on an environment, working on adding lots of detail but don't have nearly as many polygons as was mentioned. Are you subdividing hard edged models as well?
Hey, I figured that it would be the case. I will therefore model (all around) a few props or Lego piece of my set for you as an example. Thanks. P.S. does normal mapping allow you to cut back on the details you would normally put in the color map? That is, leaving behind high lights, shadows and fine details.
Showing off all your abilities is always the best bet. This approach allows an employer to work out what other uses you might have beyond the position you are applying for. A production cycle has different demands at different stages and its good to have someone that can do a different task when theres a lack of need for…
hi everyone. this is my first post on this board. i usually hang out at CGTalk for feedback, news, viewing others works. anyway for the last few months ive been working on making a demo reel to try and break into the industry. my computer is on the fritz right now but i plan on fixing it soon so i can get back to working…
A tutorial would be wonderful. More so, I would love to see examples of the environment props, to have some soft of idea about the level of details they are at. (Something like the character examples you showed)
ShadowM8: You can find good examples of the Unreal 3 environment objects (in-game screengrabs) here: http://www.unrealtechnology.com/html/technology/ue30.shtml I don't think they have many (if any) wireframe shots of environment models there, though...
Rorshach, could you give some examples of the kinds of environments that you are looking for? UT2k3/4 are so varied in the kinds of levels presented I guess it's probably all over the place concept wise, but any direction you could provide for protfolio presentation would be greatly appreciated. thanks, robert clapp…
Hey Rorshach How are you creating your environments? We've got some experience using the old Unreal tools and we're definetly used to working with very high res environments in Max but it would be good to know what kind of skillsets your looking for so we we can send some examples of stuff that applies. Thanks oKKun
Hey Carl, I remember you, you were the first other skin artist I learned about after Bickell! I don't see any hi poly in your resume, you should bear in mind ( and in fact everyone applying should ) that Epic has moved onto Hi poly normal mapped technology so low poly skills won't impress. That said we are still looking…