The lighting is definitely dark, which makes it hard to see your awesome props, but thats also true to the nature of Dead Space. This project could be a good opportunity to show how well you can set the mood with your lighting. Have a well lit scene where we can see everything and show off the environment and props and…
Hey! It's been a while now so i should probably give an update :) Most of the room is done, it's now on to making the props and tweaks. Most large scale props are already done like closets, bed, chairs, paintings, but i just have to texture them before putting them in. As for tweaks there are still some seams here and…
I totally agree with Jason, the colors are stunning. And the game demo was very fun, normally demoes hurt the sales but in this case, it will surely help them ! props to the guys @ Dice. I wonder how they did the radiosity, do you guys think its real time? its something we dont see in a lot of games and they its really…
Hey oobersli thanks for the feedback, that actually brought up a question I've been having, when I show my props to people, should I stick with the lowest res version maps(until the texture start getting pixallated)? I understand that smaller prop should have smaller texture maps, but I also hear some people say that I…
gamedev: Thanks for taking the time to help me out. Everything does have a lightmap UV channel. I use dynamic lighting for filler lights, and a lot of times when you bake props ontop of props it doesn't show shadows, because it sometimes depending on the object ends up smering the shadows making it dull. I will take your…
If you have game ready models, start showing them as they are. re-beveling and subdiv added on top for "beauty" is shooting your foot. The imo easiest and quickest way to render game ready models with a low barrier is using Marmoset Toolbag. drag drop the meshes as a gltf or fbx file into it. Throw a good lighting on it,…
- Composition Improvements - second camera render + Video set up - Light rework + Ambient light ____________________________________________________________________________ - Ground Rocky Texture + mesh -Small props added to the scene -Invocation Area…
Bit Trap Studios, Inc. is currently seeking a talented environmental artist to develop stylized architectural sets and props for an online cooperative RPG. The ideal candidate will be able to demonstrate their experience in developing real-time environmental models using 3DStudioMax or Maya. Rigging/animation experience is…
This thread is to log my progress of my Portfolio project. The goal of this is to create something worthy of fishing for some freelance 3D or part/full time hire work. I'll be spending at least a month on this project that is my hard deadline for now. The goal is to create a nice pedestal scene with a simple story. My…
Hey guys quick question, I'm working on a enviro in UE4 and am still getting the grasp of PBR textures. I still use the original technique of diffuse spec and normal and am getting into the albedo, roughness maps. Is it okay if my environment has a little bit of both types of textures? Some props that use the original…