If anything I would say less contrast. I've worked on a few stylized projects, and the last thing you want is for textures to stand out and grab too much attention. Generally most hand painted textures that are environment related should be fairly low contrast. I find it is best to avoid harsh shadows and bright…
Thanks guys. Sadly I can't show you more than I already did since I don't have approval to share concepts, wip images or so. The work for Dishonored games was quite straight forward since the 2d team is amazing and we had awesome and detailed concepts to work on. All we had to do is to stay as close as possible to the…
I think the biggest prob with this piece right now is material definition. As it stands its hard to tell what anything on this gun is made out of. The first and most obvious is the leather handle grib. Right now it looks like its just flat red instead of what I would imagin should be leather. Same applies for the gold and…
I've seen Riki's methodology, and for a while I started to use it. It is good for getting your textures all in the same range (you'd be surprised how many aren't), and it tends to lend itself well to 'realism'. Epic's methodology is geared towards stylization and getting the most out of their lightmaps. This isn't…
Thanks for the crits, I'll work on that part for sure. Nothing final yet since I'm still trying to figure out which texturing style and workflow I'm going to use. I'm experimenting with some semi-stylized texturing right now which is based on the PRTpn maps (similar to objectspace normal map). After looking at a bunch of…
I recently integrated some digital battlemaps into my home D&D sessions from fantastic creators such as Dynamic Dungeons and Animated Dungeon Maps. These maps incorporate dynamic lighting, particle effects and atmospherics to create a greater sense of immersion for the player and my table has fallen in love with them so…
Note: Email andy@ramenvr.com /w portfolio, resume, and cover letter if interested We’re building Zenith, a VR MMORPG that’s inspired by our favorite JRPGs and animes. We’re working with a small team of crazy talented artists to bring it to life and now we’re looking to add a character concept artist. Inspired by Miyazaki,…
This February, 5 new artists challenge you to improve your
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One silver lining of all this is that IMHO studios will realize eventually that this push for "always more" (either with or without AI) is just not sustainable. I think we are already at the limit of what it is healthy ressources-wise with the stylized/Fortnite look (and I'd argue that even that is going a bit overboard…
CGMA student Dawnson Chen breaks down his recent class assignment, from Stylized 3D Asset Creation for Games, taught by Kevin B. Griffith. Background Hi my name is Dawnson Chen and I am currently
taking the Stylized 3D Asset Creation for Games course, taught by Kevin B.
Griffith, on CGMA. I am going to break down one of my…