Based on a bit of the feedback I've been receiving, I overhauled the lighting and sized down the table. As for my process, I worked in 3DS max and maya to create all the wall/door modules and props. The architecture was textured with tileables I made in photoshop and substance designer. I heavily drew on google maps…
@X-One: Thanks. And the lighting in the scenes are one of the reasons I removed 2 of them. It's all light baked crap I've done at work, but they're the only complete scenes I've done. So I'm left with props I've done at work that are of any quality at all. (I don't work at a game studio, so most things I do are behind the…
Like others have said I would focus on smaller scale props and try to get them to match the quality of a place you want to work at. Once you get to that point you can assemble a scene around them. but making several environments before you are at the level you need to be for the place you want to work at would be way more…
Take into account how close you will be able to get to an object in game, and what the platform will be. I recently had to re-do a boatload of textures because when we got our 360 dev kit hooked up to some high def TVs, and the textures just looked like pixelated garbage. For example: If you have a non-tiling 256 covering…
Barrel Is Key (crap didnt I teach you anything?) hmm il take a trip up to PSQ soon! My advise would be to look at the companies you are most interested in. Then what do you want to do? props, characters? lets say its props and you want to get into a Swedish companies. Most companies in Sweden are making realistic looking…
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I used to love Aliens when I was a kid, collected all the toys and I still have em to this day. They make awesome references for modeling, more than any picture could :) More recently, I also bought some of the newer action figures by MacFarlane Toys. I thought it would be interesting to tackle one of these unique…
I've been working on this for the past few days and there's something about it that does not seem right... I figure the more eyes looking at this the better. I was aiming for a Art Deco/Weathered look. Kinda like a prop you would see in Bioshock or Gears of War. I've never modeled a Pillar before, so the next one I do will…
Hey everyone! Des and I are going to be creating the Hunter's throne, the room where the famous and fierce hunter accepts their visitors and sits to look in pride upon their conquests while enjoying the finer side of life. The environment will be an indoor scene with hand painted textures and a focus on telling a story…
A mix. Simply using a tiling texture for each mat type would work, but it's low effort and kind of meh looking a lot of the time. For a load of props, unique/atlased RGB masks might be worth considering. So a mix of generic tiling materials, with a mask to blend them with context to the object. an example for metal it…