After constantly not getting the time I thought I would each day to work on this. I finished a very rough blockout of shapes I want for my scene and potential camera setups for the final shots. I like where I am going so far. Usually I end up using other peoples concepts or combining a few peoples concepts for things. This…
Definitely finish modelling everything before you worry about UV'ing and baking texture maps for the surfaces. Also, make sure that you keep a human sized reference in your scene for the engine that you are using. Like ChaosWWW said, breaking this into a modular environment, comprised of pieces that snap together like…
Thanks heaps for that, that paintover is infinitly helpful (and will be handy when I go to rework everything) :) I did try using cloth at one point, but I couldn't seem to get nice results with it once it was baked down, and ingame. Really worth another shot though, I see your point it does look quite unnatural, especially…
Thanks for the responses, Im doing an art test and it requires light maps for my entire scene. Ive never used light maps before so Im not really sure where to start. Its (the final scene) supposed to be only in 3ds max, no UDK. My second question was regarding modularity, Say I have a crate, then I instance it around the…
Looks cool so far! I don't know what kind of size restraints you have but what about doing some foam detail on the outside as well to really help disguise the tank? What about making it modular so you can change it up later on when you get bored with it? If you did rocks inside and out You could attach both details with…
http://boards.polycount.net/showthread.php?t=66952 It's a very nice looking game! Some of the best stuff I've seen :) . I actually bought a ps3 to play this :p . The only thing I don't like too much is their SSAO, looks good sometimes and superweird in other situations. I don't think we'll see good SSAO on current…
entirely depends on the game design, how big and detailed the levels are basically. I did one of the levels for Alfred Chicken on Psone in a day, though that was one of the shorter ones and the layout was firmly in place. Also depends on your pipeline - whether you're using slot-together referenced objects, entirely…
And for the uniqueness, you can always use the strength of the game engine. For example, let's say you created modular brick walls. But when you start level design you will notice it is being repetitive at some point. To break this you can use decals or create some functional shaders in-game engine(Vertex paint blending…
Gday, I'm a 3d hobbyist looking for critiques an feed back. I've attempted attempted creating Modular assets and trim sheets in the hope of being able to create a proper environment in UE4 without success yet :) I decided I'd aim a bit lower for now and focus on creating a few props to the best of my abilities. Here's a…
Hi, I am a third year Game Development student at Falmouth University, specializing in Environment Art. For my most recent project I wanted to try my hand at stylisation, whilst also focusing on techniques like trim sheets, modularity, and exterior scene assembly in Unreal. In May of this year I went backpacking around…