Get a newer Engine. While some engines require collapsed and closed meshes, there are plenty others that accept open geometry. Either way, with the amount of bad triangle stripping you have in your mesh, it wouldn't light well in the Old Unreal either. Even on that note, you wouldn't want to bring an object of this size…
In games the technical part is all about performance.... memory efficiency and rendering speed. It has to render 60+ frames per second, and it (usually) has to fit in memory. Subdivision surfaces mostly aren't used, except as a way to generate textures ahead of time. UDIMs mostly aren't used. UVs are often straightened…
With that mentality why do anything... Do art! No buts or exclusions, Aslong as a portfolio shows the skill set needed for the job nobody cares about the content. Sure if it's the same style as the game we're producing then that's even better, but if there's a folio with completely unrelated content yet a higher skill set,…
Yeah I was planning on using a tiling brick texture on just about everything you see here. Then use vertex paint on top of stairs and catwalk to remove bricks and create a walkway. k well that’s usually how I build my levels, a bsp shell and meshes on top. I decided to go full 3D just to practice working inside max with…
It's kind of hard to give feedback at the minute. The composition is really weird and doesn't really have a real focus, the background looks to be a 2D texture maybe? It looks like it's been rendered in Scanline in Max so I'm guessing it's a plane with a material applied. The modelling itself looks okay but, again, it's…
So I finally got round to blocking out the concept art. Planning to throw this lovely little scene into Cry Engine and have a play around with the various gem's it contains and to learn a new engine. I'm not sure if it would be best to have a tillable cliff face texture or just to sculpt it all out. With the bridges and…
I agree with @defragger that the biggest issue is presentation and wow factor. Almost everything looks like a Marmoset screen grab of a generic prop. You have enough medieval assets, you could start putting together some sort of scene or interesting image with them in it. Grounding your armor sets would help a lot as well,…
Actually you can use both but it depends where your scane will be at the end. If it's going to be just "static" scene rendered in marmoset or if you will record a video from ~2m distances in UE/Unity with fancy non static effects like moving water(flow map), wind, godrays... For generic objects like floors, walls you can…
Hi all ! @Justin: for a game of this size, this is clearly a single artist who can do every parts of the design. This is also why I limit the project to a modular game, like a TD, for limit the number of assets needed. This is really a human sized project. @AtticusMars: yep, this is really the difficulty. I know one or two…
• Block out the proportions of objects in the concept art with cubes and cylinders to figure out the scale and basic shot composition. Mostly focusing on the objects that are architectural elements and props half the player height or larger. • Refine block out props to resemble the end silhouette. Try to make any of the…