Project: [Untitled Disney Project] (For the sake of NDA, I cannot say what IP this is for.) Role(s) Required: 3d Modeler and Animator, Level Designers. (3d Assets dept.) Project Length: 6 months – 1 year, depending on speed of completion Project Purpose: This is a vertical slice demo showcasing gameplay mechanics to win…
Gwot said it all :P Also another thing. There are other advantages when subdividing with creases or similar. Subdiv level 1 or 2 on such a mesh, when converted back to raw polygons, is a fantastic base to carve simple extra details using extremely simple extrudes, bevels and such. Instead of trying to hold details in the…
Hi there!! I'm working on a modular game level. Here's some screenshots: The character textures still unfinished, clothes with just normal maps. I'm using 3ds max and Unity 3d.
Working on a project where i kinda got stuck in a level design/environment art role, although I think I'm heading in the right direction, I'd still like to read some stuff about it to make sure I'm making something fun and easy to navigate.
This project is done, scroll down for more screenshots [ame=" https://www.youtube.com/watch?v=ikoc3nbh96w"]https://www.youtube.com/watch?v=ikoc3nbh96w[/ame] Original Post. Hello there guys! Doing a 1vs 1 level for my end assignment for this years semester at school. Working on this for about a month or so and experimenting…
Hi everyone! I'm working on a scifi level in UDK. This piece is aiming for my portfolio so ANY critics is welcome! I got inspired by Deus Ex 3, Mass Effect, Mirror's Edge, Syndicate, BRINK and the amazing architect Zaha Hadid. This is only blocking. Lighting and textured models are just for testing purpose. I just want to…
Like the Thread is called. I'm currently a Environment/Level Artist at Schell Games, but am looking for some part time freelance work to keep me busy. Website is www.cdc3d.com
By medium forms I mean you currently have some very large shadowy blobs, and some very small, sharp folds (like above the knee) but nothing inbetween. You need detail on all levels/sizes, so the shapes remain interesting at all levels/sizes. You should follow the same gist as when sculpting. Large forms first, then 'large…
Is there an option to see vertex alpha in max (not the vert colors it shows but it actually alphaing out, like haveing a dirt poly over a grass poly and having it transition) for texturing levels either in the viewport or when rendered. Any scripts or soemthing out there rather than seeing it in an editor? Much…