Scrum done well works, as do any of the other agile methods but only if the project work suits it - which is when you don't know how to do the thing yet (Eg, level design, code or the game as a whole) There is no point trying to force it onto prop production for example. You know how long the props take and you know how…
Thanks a lot Macebo! Texel density was never really a problem since I used quite high-res textures. Used a lot of 2K for larger individual assets just to keep the quality as high as possible. Most props and modular parts have separate materials (except for smaller similar props like books/paintings), but I got the…
Attached as an element? That probably doesn't matter that much unless you want to use the lights as a separate prop in other places. If it will only ever be part of this building there are several ways to unwrap them together or seperate but that really depends on other factors, what engine, what kind of game, what…
One thing that helped me a lot in the past was to carefully control the texture blending on the terrain to match where it touches the props. Make sure the texture choices for both terrain and props match each other in terms of overall brightness, detail, and hue. It can also really help if you can paint vertex color on the…
First of all welcome. Not a bad start. Turned out pretty sweet. A few things to consider: 1. 2048 is way too large of a texture size for a prop like this. A prop this size should have a texture size of 256 or 512. If you plan on it being seen close up maximum size of 1024 but even then that's a little much for a barrel. 2:…
Well I'll quote Gavins very first post that said. "ok...im just gonna put this out there, and walk over to my bed and curl up like im about to be hazed. i need a job really bad so tell me what i need to do to get that." While his web site is filled with characters only it doesn't say he wouldn't take a job as a props guy…
This week I focused primarily on the texturing process and the initial scene setup in Unreal Engine. I completed the full texturing pass on my model, making sure all materials were properly created and applied to achieve a consistent and realistic look across the asset. I paid attention to detail in the surface quality to…
Finally back working on this scene and I think it’s coming along well, but I could use some suggestions and critiques. Right now all the assets in the scene are textured. 90% of the scene is all from Substance Designer, a couple from Quixel, and a few modified in Photoshop for the final look. There are 129 static meshes in…
The Rome environment is pretty good. It could use a little more material layering to break up the large flat surfaces like the ground. It doesn't have to be super beat up and decayed, but think about where dirt and wear and tear would occur. This will help tell the story of the place and add visual variation. The other…
I'm not telling you what to add but I highly recommend you introduce yourself as a person. Why did you become interested in 3D design (environment specific). The company now knows what you've done and what you can work with. The studio's would also like to know who they are dealing with in general, personality, teamplayer…