Hey guys, This is a quick lighting practice for a very dramatic lighting composition. Rendered in UE4 with real-time dynamic lighting, no baking. Assets used : - Modular buildings by pure polygons, - Post Apocalyptic World by PolyPixel, - Landscape Auto Material from VEA Games - Ivy Assets from SilverTm - Destructible Cars…
Here's a preview video of my next Unity asset package, a system of caves. This package is designed as a modular cave system to help get people started in building RPGs or other genres that feature caves. I made a few rooms using some of the models and threw in some quick and dirty lighting. I still have some animation and…
Colonize Mars is building a simulation of a mars colony that will be a collectible trading card set as well as a lightweight interactive colony map on our website. We need someone to help us build the assets to construct the colony map by using our trading card artwork as reference. We have split this up into 4 distinct…
Hey it's been a while! So for this project it's not fully grounded yet but I know that I want to: 1. Expand my visual library with a focus on Sci Fi Elements and designing interiors based on Streamline Moderne and Art Deco 2. I want to improve my usage of the "Halo/Star Citizen" Workflow using trim sheets floating decals…
So I've started a personal project of sculpted, Naughty Dog type, tileable textures. The goal for the moment is to get a stronger handle on environment texture sculpting and realistic material definition while building up a texture library. After I've got a few more that fit together I'll probably start building modular…
Everyone else's advice seems solid, the one piece I can give you is make sure your stuff is fully textured and finished when put in a portfolio. High-poly models without textures on any of them on a portfolio gives off a feeling of a lack of understanding of a certain aspect like texturing or the ability to finish a…
nice! keep at it. Your cobbles seem a bit melty/smooth, maybe the specularity map needs adjustment, I'm not sure. IMO rocks are really much more difficult to make than they seem; eons of geological history is required to make each rock. If you search for cobble there's a few good examples you can look at…
It was hard to choose between the Chinese courtyard and Byzantine-punk environment, but I ended up going with the latter. I think all the crazy details will offer a new challenge, in addition to being a really unique style. My goal is create the building structure as a modular set, so that I can extend the environment to…
Blender user of several years here. I recommend getting to know the modifiers. The ones that are especially useful are: subdivision surface - similar to max turbo smooth I think. Mirror - your gun would really benefit from this, as well as your castle. Array - combine with the modular tutorial linked earlier can really…
The 3dsmax array-along-path tool just places objects at points arbitratily along a spline :p That's fine if you build your entire level geometry within a 3d editor of course, but it means you have to re-export that stuff every time you need to make subtle changes, which is still a bitch. Our pipeline revolved around an…