Thanks Rodstone. :) Now I'm back from being social I might actually be able to start on a tree. I think I'll struggle mostly with bark textures. =( I'm trying to keep everything modular as well so I can re-use things.
The more i look at it, the more i love it as a Noob project... Nice level of modularity. Good scene for texture improvement and decal work. Cool semi-damaged distanced buildings. It'd be cool to see how different artist's approach the area's off-shot if it's chosen :)
First thing that comes to mind for solving this sort of thing is using modularity of some sort. As for the reasoning behind using bigger normal maps than diffuse could be that the surfaces become more dynamic in different lighting conditions, in turn building on top of existing diffuse detail.
Looking for stylised full or part time work, based in England. Experienced in Maya, ZBrush and Blender. Can use Substance Designer and Painter to create stylized materials. Experience with creating modular environments in Unreal and Unity. Version control experience! Stylized environments and props are my passion!…
Hi everyone, I'm trying to understand environment art for games again. I've been away from it for a long time (like 10 years) doing visualization work, and the production pipeline for that is different, to say the least. I created this fan art of the church from Final Fantasy VII Remake to practice utilizing modular pieces…
Hello, I am making a modular rooftop props pack. I began by modeling an air duct. But, I noticed my model counts: 6896 verts / 20.480 edges / 13.576 faces / 13.576 tris (the prop is triangulated) Is it too much for a prop of this kind ? I want to use it in Unreal Engine 4.
I am currently working on personal project. I am trying my hand at modular design, but was wondering how would I go about modeling a collapsed dome roof. I dont want the whole thing collapsed but instead have a big gaping hole in the roof. Any tips would be helpful.
Hey guys, This is a personal project of mine. Its still work in progress, but I wanted to hear some fresh thoughts and comments from you. My idea is this to be played as a third person game. Everything is created with modular pieces and reused alot, except the tree in the middle. All comments are welcome. IMAGES BELOW
Hey everyone! So I'm working in centimeters in Maya, and I'm doing a modular texture, I want the UV grid to be the same size as the viewport's, I know where to edit the Grid, but what is the ratio I need to put in? I can't quite figure it out. Thanks! :smile:
Wanted to try my hand at another large, modular set-piece sort of thing - and something that would feel at home in a swampy setting. Level of test cylinders for my Master Material setups & testing textures: WIP - plan is to build the thing, then add mould/overgrowth/etc, then tilt the entire boat so it sits in the terrain…