The presentation app will only do so much, Serp. It's not a magic "make awesome" method to use UDk or marmoset. I feel most of the props could benefit from a better specmap (seems very uniform, like there is barely any contrast in the specmaps). Same with your dirt/grunge in the diffuse: a bit uniform on many of the props.…
Hey, it's good to be motivated. When I was a kid all I had was paper and pencil and a big idea...at least you are able to start your own wikki and start playing with the softwares and learning a bit about 3d. 3dbuzz.com has some pretty good tutorial videos you can download for free...I dunno if they have the ones you need…
Speaking of small meshes or background props, it's pretty easy to finagle a very simple specular using just your diffuse if you want to save time / memory. Using a desaturate / multiply / vector combination can give you some passable specularity on some of your props, and save you the memory and time of creating a brand…
The new update of the source engine has self-shadowing on static props, that's it. Dynamic props or characters will not self shadow as they are using light maps to create the look and its not dynamic. If its on the characters they could have either a.) faked it or b.) Done another update that allows it on the characters,…
Overall, youve accomplished a good looking, highly detailed scene with no noticeable repetitive detailing, and very believable. The only major eyesore is the trees. The harsh lighting rendered on these brings the overall scene down a lot. Try working out the rendering or focus on creating better trees in general. Some…
Oh, just saw your post duxum. I think the ground will stay like it is. I guess it's just personal preference, though I can see why someone would change that. Also, new blog post!!! It reads: Well now, it looks like there is a light at the end of this tunnel. Everything is done for the desert level, except for the shack and…
What I'm hearing from people on this is essentially, my presentation on renders is not acceptable. That's something I can work on. Are weapons not "props"? Are props not highly detailed central objects that a player can examine closely? All weapons are in the hand, and generally require more detail, so, perhaps you can…
Hi everyone! I'm a mostly-self-taught artist and I'm trying to learn as much as I can to give myself the best possible chance in the games industry. I especially like making and texturing props, although I'm trying to figure out environment art as well. I have a terrible habit of starting projects and then not finishing…
Hey all, long time no post. I've still been plugging away at this. I attempted to use the 'ultimate trim' technique for a few of my assets, however I went far too intense in my normal maps and didn't have the 45-degree angle bevels needed to help disguise the harsh 90-degree angles on the models that use the trim textures.…
Thank you guys so much for all of these helpful tips! I really wish I could have gotten back on here sooner, but I was in the middle of graduating and applying for jobs. I am happy to say that I got lucky. I just recently got hired at Vigil games as a Prop Artist Temp. Another reason why I haven't been able to work on the…