For one off functions like Drew mentioned it's totally fine, also, stuff like refractions or any other code that's already available to your engine or OS is also fine: http://msdn.microsoft.com/en-us/library/windows/desktop/ff471376%28v=vs.85%29.aspx However, now that I look at it, it seems like you don't need Environment…
Hello everyone, I'm making a new piece for my portfolio and I'll be posting here to show my progress and hopefully hold myself more accountable. The concept is by Taras Kuznetsov https://www.artstation.com/artwork/bg3DVg?collection_id=702593 The goal of this project is too: - have a full character from top to bottom with…
oh man this game is so good looking they let env artists go nuts on this and it shows making my way through the second chapter and just keep going wonder whats around the next corner. bet it looks amazing and you know what so far it has been.
Every game needs them, but it's not often that a team gets to hire someone dedicated specifically towards lighting. In my experience, it gets lumped onto an Env artist who has a good eye for it or shows interest. But goddamn, a good lighting artist can make a crap game look awesome!
Oh I don't know about exclusively but I know Snefer and I think PAnick both use it. They're a pretty small team (I think it was 8-10 environment artists in the credits of The New Order) so I wouldn't be surprised if the whole env. team uses Modo.
looking at the env... well... hmmm... i don't get your point :) be it for stylistic reasons or not, in my oppinion and thats highly subjective, the proportions are a bad decision, others are different oppinions and well i thought my work would show that i'm not the biggest fan of too realistic art directions ^^
I hate those blurry things on the first page of that guy's pics, IMHO they look terrible. He has some really nice photography from a few pages in though, good env. art reference too. Flickr is one of my favourite places to get reference from now.
Pas op manneke Well, you know it's not the only way, the easiest being fetching lower mipmaps of the cubemap :) wReflect.xyz = -reflect( input_vtx.eye, input_maps.normal ); wReflect.w = input_maps.specularPower * ReflectionBlurFactor; half3 env = texCUBElod(EnvSampler, wReflect).rgb; you can bruteforce a blur kernel into…
Started texturing * 2 custom textures. Based from republic commando, brought into photoshop * Had some issues with the sun… light env * Spent too much time trying to debug it * I wanted non “full bright” to get a better screenshot with the new textures…. * Eh, prob not worth the time at this stage
Congrats man! Last year I applied at Blizz for a env. artist position on the WoW team in January and didn't hear anything back until late June when they offered me a phone interview and then an art test. Took me a few weeks after I turned in the test to hear anything back.