Certainly a remote artist must have credits for remote working, but this applies to every kind of remote work. ;) Another common thing around remote work is to clarify precisely which is the result to be achieved, but if the studio can show concept arts and the artist can produce a few example of his work relative to…
Meh. A little too generic for my taste. Just kiddin bro. I like that this is made of modular pieces but you broke it up so it's not so obvious. The billboard and roof objects really help sell this for me. It's not just 'oh, another one of these buildings'. You've done enough so far to still make it interesting and if you…
its not a good idea to keep building it entirely in max if u want to bring it to a game engine eventually. You need to make your decision now because later u won't handle the export of all that massive load of assets into Unreal and placing them again in the new scene. You need to start breaking down modular blocks and…
Hi artists, i am recreating modular building from crysis 2. I have some problem with baking AO and Normals maps. I attached one example. The stairs. In attachment there are screen shot from my work. I make High poly, then Low poly model. Then i UV unvrawp the Low poly. Then i put on projection modifier and setup it for…
@birb Thank you for the detailed breakdown! I’ll be keeping these notes for the future to hopefully avoid these mistakes in future projects. I think one of my primary errors when I started working on the test was modeling the modular pieces of the building as complete elements instead of creating simpler pieces to work…
Had a crack at the Unity terrain tool. If I could find a way of making the terrain mesh myself and then painting on it like Unity Terrain allows, I'd be golden. I don't like the lack of finesse in the terrain itself but I need that texture painting ability to get the ground looking right. :\ Anyway, spent the rest of this…
Yeah, but that really depends on the studio and the team. It does happen, but some managers push against this (short-sightedly IMO). The bigger thing is you get exposure to more of the whole pipeline, in-house. You have to move your assets through the whole process from start to finish, providing input on the concept…
Those are slightly better than I thought I would see. The characters where not ment to hold up at close distances I'm guessing. It looks like the standard NWN view is what they had in mind. Some things still could have been done to help them out. I would like to see more texture blending between the buildings and thier…