Hi all, have been building this character for a game me and some other classmates have been working on, and here's what my progress looked like. Lots of these images were just snapped real quick to share with my group for quick pointers. This was the reference that I started with. I liked the overall design, but felt the…
Hey guys Splash Damage are recruiting for an Env art position and potentially a talented junior env artist or two. If you have a strong portfolio and feel confident applying jobs@splashdamage.com I am happy to answer a few questions via msg' on this board if required.
In the end concept wasn't as useful as I thought since even surfaces with same direction can and often will be shaded differently - shadows from other objects or pitch black on intersections. Also baker plays a bigger role in this - some will render neat lightmaps with less or no leaks while others end up very messy. Yet…
"Im just confused to how this fits into a current 3D game modelling pipeline if at all" That's probably the most important part to clear up isn't it ? Let's assume that the end goal is an in-game asset indeed. Well, there are many ways to get there, the main two for detailled and realistically shaded games being : A : a…
The ending was amazing, but not really as an ending. Felt like a tv show style cliffhanger, it just stopped instead of actually giving me completion and a hook to wait for.
wow, finally they explain why their envs look extremely crappy! After spending 1000 drawcalls and 600.000 tris on characters there was simply nothing left for envs.