I was always impressed with the good planning that went into the levels and props in gears 1, made the project i was on look like a joke at the time. Nice to see this good planning goes all the way down to the asset creation front. Props to you and your team from a fellow pro :thumbup:
That's very helpful reference. I'm going to try to assemble some quick and dirty garbage vectors and maybe spread some more foliage around. Bigger props will take the most amount of time, I've just gotta figure out what I want to actual props to be.
I know this is an environment challenge, but may I make the suggestion of doing a single prop for this month? I only say this, mainly because I'm finding it hard to get any of these challenges finished and I think a prop is a much smaller scale project that we can finish.
More props need to be given for this. Lots of people start similar threads and get super defensive and pissed off when told what they should do and how things really work. It's refreshing and awesome to see someone actually read the advice and listen. Huge props sir!
Well quite often I spot bad UV'ing and seams on lots of props in games but to be fair their sheer scale and the fact most of these props are not made for long glancing makes up for it. Texturing can take ages if done to perfection but then would some games be finished in time :D
Greetings fellow polycount members and potential employers! My name is Roman Masalov, I'm a freelance concept artist and illustrator with 7+ years of experience capable of wide range of work: from character and creature design to environment and props design, using both 2d techniques ( painting, photobashing) and 3d…
Hi! Here is my first props for the 3December. I'm late......It took me too much time..... Maybe 10h or 12h on two days :/ I'll never imagine how beneficial this 3December would be to learn how to estimate and manage my time! Next props will be simpler! : D Thanks to Betty Jiang for his wesome concept…
slightly beyond the scope of the discussion.... @ codies they had very impressive power lines in Colin McRae (though might have been f1 memory is a bit hazy :) ) , IIRC it was done as antialiased curves drawn as postprocessing effect.... It had the benefit of a nice smooth line with no vert corners and none of the…
Some small progress on a couple of props to fill in the walls, some paintings (originals by Zdzisław Beksiński, a Polish painter I love). I am particularly happy with the oil paint cracks and roughness, gilded wood frames are not perfect, but I am happy with them as they are, since they are not hero props :)
Hi! Yes, like that (loop of selected edge). You can merge both halves together along one side, so you end up with one UV island. Here is an example on Sketchfab that seems to do it that way (you can check UVs in the viewer). UVs like that make it easy to simplify the model (LODs) without breaking them. Btw, I assumed this…