Hey all, I'm starting my new environment. I'm going off of a piece of concept art from left4dead (I'm not copying it 100% but sticking quite close). Here are some shots of what I have. Considering the beauty shot will be near the ground, looking up at the bridge like in the concept, I figured I could cheat the top of the…
Hey Polycount! I decided to start a new personal project and I want to share my progress with you. I liked the concept and I decided recreate this station foyer. This environment is not big or very complicated, so I want to focus on lighting and recreating the mood of the concept. And it will be a warm-up before next a…
Hello! My name is Dallan Pickard, and I specialize in environment and prop creation. I am available for freelance/contract work, big projects or small projects. I have experience with PBR asset creation for Unity and Unreal Engine. I have a wide range of skills, that I can help you with. From grey boxing/prototyping a…
Hey, polycounters! The first game project here on Futuregames in Stockholm is over. We had two weeks to make a Side-Scroller for PC using the Unreal 4 Engine. Each team consisted of 3 game designers and 4 artists. This is what my group managed to pull off during this tiny timeframe! Artists Erik Rading (…
Hi been away for a while and thought it was time to start my next project. I am going to create a corridor based on Star Citizen Concept art attempting to use the decal workflow with tiling textures. Just the advanced greybox to show so far. Took extra time getting the shapes and modularity correct at this point to prevent…
I thought Merge Actors just made them into a single mesh with multiple material ids. I'll look into that. Might work to split the building into pieces and then merge actors just to get everything onto one texture. Though how does it handle tiling materials? Probably not well. I'm rendering a city - well a few city blocks,…
They do have some requirements, mostly around providing enough content in the pack, as well as a technical check. I never get it right in the first try, but most issues can be fixed. I had two packs rejected because of lack of content. Usually minimum is 5 totally different models in a pack, or if it's something like a…
Hey man, great to see you posting work! youve got some really good feedback, and I echo what others have said, particularly the symmetry of the scene; I think the symmetry of the big modular forms is fine, you just maybe want to break it with some disorder- those cables along the side could be a little more random and not…
With JohannesAg on that as well. the modelling is interesting but not seeing it textured and lit makes it hard to make out the look and feel of the scene. I'd recommend finding a 3D editor to work with for your scenes if you're looking to break in the indsutry (Unreal and Unity , both free, would probably be my top…
I think you pretty much summed it all up, modularity is key for game levels and UDK, 500-800 verts for a wall is well, kind of nuts. If it was for vertex painting use a blend for you alpha and that should get you the same effect and even then around 88 verts and thats maybe 512,16,128 in max with about 10 length and two…