Progress Report: I am deciding to gamble and go to GDC this year. I am particularly interested in moving to Texas, as such I think I am going to cross reference the expo floor with companies I know are in Texas. I have learned a great deal about UDK and feel -very- confident to say I "know" how to use it. I am in the…
Position: Environment Artist Location: San Francisco, CA Start Date: ASAP About nWay nWay was founded in 2011 by gaming veterans Tony Harman, Taehoon Kim, and Dave Jones to revolutionize online free-to-play gaming by bringing fun, console-quality multiplayer games to web and mobile platforms. Our team has collectively…
I'd suggest making a tiled sculpt and extracting textures. Then use modular design to reuse parts. Many articles here http://wiki.polycount.com/wiki/Modular_environments Plus you can add localized variation with texture blending http://wiki.polycount.com/wiki/MultiTexture#Modulation_Blending
Really awesome work. The texturing is beautiful. Which process do you use to texture? And I really appreciate you putting up the wireframes of the models, its really interesting to see how you modeled yours. Great scene, and use of modular design.
the ndo2 part of it, is the what people have been doing with ndo since hte first version of it. the how he modeled it out, is similar to a workflow 3d motive did a tut on. http://www.3dmotive.com/training/udk/modular-building-workflow/?follow=true
Just a note that I'm totally looking for modeller to collaborate with on AEON (As you can see, the modular environment props I've built are pretty basic, I'm more of environment designer type), if anyone is interested, just email me at: orihaus[at]gmail[dot]com.
Hey, Here are a couple of the other props i threw in to the modular scene. Dumpster - 1024 maps Norm, Diff, Spec, 406 poly And a garbage can 1024 Maps Norm,Diff,Spec 212 poly Again C&C are more than welcome.
Have to say, the recent image looks pretty spiffy - Mass Effect like in some ways. I did like the first attempts more though and it's a shame you've abandoned the oil rig idea as it could've turned out quite well with this modular approach.
Hey guys here's the high poly on that pool: I've got some questions for the more established environment artist on the forums. What's the best way to try and tackle texturing something like this? Would you go modular, dividing the pool into pie like slices?
Just a quick comment, I wouldn't mind seeing some more breakdowns and wireframes for your sets. For your space station, you state that it has a heavy use of tiling and modular components... why not show off the breakdowns and texture sheets? Best of luck!