Well, it's a bit of both isn't it ? On one hand, I don't think Pwnisher has any single cynic bone in his body and his challenges manage to carry the old school feel of otherwise long gone exciting community efforts (Vertex, Dominance War...) - and the inspiring results speak for themselves. On the other hand, the end…
Hey everyone! 👋 I’m excited to share my latest 3D environment – The Infernal Gate. This project was inspired by ancient fortress ruins, combined with lava flows and atmospheric lighting. My main goal was to create a strong sense of scale and history while making sure every detail tells a story. I’d love to hear your…
Lighting/color grading is the bomb, I can always go for that ICO vibe. Grass/dirt needs more work and geo detail (for a first pass it's cool) BG ruins closest to us starting to look good but it's darker in the original. Depends how accurate you wanna be there but it amps up the focal point. Also pretty roughed up in the…
Typical env workflow is to generate tiling UVs in uv0, and atlas lightmap UVs in uv1. If your modeling app starts with uv1, then it's uv1 and uv2. Same thing tho. But there's nothing stopping a game dev team from adopting any uv channels they want. And any material IDs they want. Except if the file format or engine has…
What do you mean? So that the water reflects the env? I'll have to research that :P Here's my updated for today. * Maya base * Mudbox sculpt * Bake displacement in mudbox * Offset the displacement in PS * Sculpt with the map in mudbox * In Mudbox, scult over the seams * BAKEE THE FREAKI'N CAAAAAAKE!!!!! * WIN PrtScn from…
Thanks for all the great comments and love. The env art and lighting team worked super hard to get the quality you see. Really was amazing to see where we were 6 months before this and how far we pushed it for release. It's been a while since I looked at the game myself, the screens are an awesome reminder of all the cool…
Hey Ruz, sup man? I renamed your thread, try to bring in more like minds. Was just "animation". I've dabbled, and enjoyed it. Never dug deep into the fundamentals, but that does look like fun to me, if I had the time & inclination. http://wiki.polycount.com/wiki/Animation What specifically has hung you up? I've mostly…
True, true and true. I got 2 jobs that way. First gig I applied as character modeler, even though I had almost no experience. After 3 months I suddenly got a call if I can start within a week - they put my name on file. Applied as env artist even though I had almost no folio pieces but I was desperate. I got a char modeler…
In the hypershade window scroll down through your "Create Maya Nodes" bar on the left of the window until you get to a closed submenu titled "Env Textures" click the one you want to use (based on what your reflection map is), then connect it to your Blinn materials "reflected color" attribute. When you've done that double…
I like vig's suggestion. It's a good step in telling a story that your scene here could use. But, (!!!) if you're going to do an alley way dumpster scene this had better be killer. A lot of fledging env. monkeys will do a scene like this and just simply place a few props and call it a day. Please consider Vig's suggestions…