Im not sure if MW2 used so many megascans at all, definitely not "as is" Personally just throwing in megascans is not a great way to make a production environment which can be art directed / color changed and have a clean and fast library You should plan what exactly you need, and especially in AAA no environment artists…
I made the shard only. I made the two large moon rocks. I made the large moon rock in the foreground. I made the large rocks. There's a little bit more here: https://www.artforagefight.com/ It was an honor to work with these guys.
palm trees need another loop in in the fronds atm they are a bit jaggy also cover the base of those rocks in veg or make the blend into it small scree like stones the rock into rock doesnt work well... and finally cover the bases of trees in veg or grass really nice though
I'm probably not using the correct terms here, but this is the scenario You've rotated your model around into some awkward angle and have finally managed to get it just right. While working on the edges, you accidentally move the camera (or turn the model) rather than sculpt on it. Is there a way to make the model stay…
Your distant mountains should just be made using the landscape tool. Since they're far away and viewed through a fog plane, there's no reason to have super detailed meshes. And they're so big that doing a unique unwrap for them means density issues anyways. Make several tiling textures and blend them using height data to…
Hey guys, this is an environment I'm working on. The purpose was to make a omposition and light study. I'm planning to add vegetation later on. I'd be glad to know what you think and what I can improve. Bram
Cool folio and screenshots and yeah you're right, That looks like it needs 2 types of terrains, one for the rock foundation and the other for the sand, but you will also need separate models of rock for the horizontal cuts which requires a lot of modeling, you can try using houdini or vue for some of these rocks.
My company head are looking to buy art packs to be used / so they can be retouched for the game they're currently developing... I'm in a position to put forward any art packs that are considered usable for our art dev team to save time with asset/texture creation without having to start from scratch so my first thought was…
I worked on the character model for Inara on Paladins. Credit given to the artists responsible for the weapon and rock/rock wall/rock totem at the bottom. Thanks for taking a look Artstation page and Marmoset Viewer located here https://www.artstation.com/artwork/Yond3 (1.61 MB)