Hello Community, pre pre alpha - ingame footage We are a small group who make at the moment a horror game which takes place in the USA in an old house. We are working with Unreal Engine 4 and our goal is to bring our background from the industry to the game, to make one of the best horror games! Together with my Art Lead…
TRION WORLDS www.TrionWorlds.com/careers SEEKING: ENVIRONMENT ARTIST for our DEFIANCE, game DEFIANCE is the first multi-platform shooter MMO, that in a ground-breaking entertainment experience, interconnects with a global television program on Syfy. The game combines the intense action of a console third-person shooter,…
Going to be entirely honest here, I don't think going back to college will help you unless you decide to pursue another career. Your portfolio seems "solid" (meaning it doesn't jump out at me as a warning to stay away), but you've only got one environment and it's not exactly outstanding. Do another, do it better, post…
Is this for university? It very much sounds like it's for university. If you're a two man team and he won't give you access to the engine that is a major issue. Like everyone else has said already. Is your teammate also your friend or are there more people on the team? Was this group formed by you or someone else? Can you…
Please don't spread misinformation. Zbrush actually doesn't use your GPU at all, which is why it runs so passably on average computers compared to most tools of the trade. For Zbrush you'll therefore get more benefit from a stronger CPU, and it generally even benefits from having more cores available as the sculpting…
Hi, @ZacD posted good answers. I'll chime in as well. 1) What are the main differences between the two applications? At first glance they seem to do very similar things. Substance Designer's core purpose is to create substance materials (.sbsar) files that can be loaded into Substance enabled applications such as UE4,…
Now this looks cool. The tree in mid-left foreground with the exposed roots seems a bit chunky down there, and the long branch stretching into the camera isn't exactly clear to me what is going on. The archway shaped tree might look better if it's tapered -- like a normal standing tree that has just bent over completely.…
Mh, I don't know, that looks a tiddle repetetive. I mean sure it's about the modular approach, but from other's doing similar work I got the feeling it's really about making sure it does not get that tiled look all over. The left building with the 3x duplicated wooden support and the 2x duplicated window and roof structure…
Hey Nick, these are looking great! I especially like this one, good lighting and feel, makes me really want to explore the area. Your other pieces are nice, but if you are moving towards props/environment concept work, I'd focus more on those. The pieces you have above look more like an illustration/pre-vis shot for a…
Hi guys. I had some things to do IRL and had to pause a bit this project. When I came back to it, I decided to start over after watching some tutorials on using a modular workflow. The blockout looked alright but it was not really well thought-of for each piece. So this time I worked first on the texture using a grid…