cheers guys, I appreciate your responses. @choldo The scene is from a book by Alastair Reynolds and is about a ring of space stations around the planet Yellowstone. I'm yet to add a large cargo shuttle suspended over the large airlock, hopefully this will provide a focal point and variety in shapes. I was also intending to…
I started with a really rough blockout/lighting pass in UE4. The door to the room is on the back wall (you can't see it from this angle). The room has a bed, shelf, sink, toilet, and not much else. Tons of opportunities to hang things from the walls, though. Lighting is very basic - two light sources for now. There's…
I would usualy start in photoshop, overlaying on a new layer with different colors a breakdown of the elements it can or should be split into. If you want to get more detailed in this stage you can mark what can be modelled using tiling mats and what needs to be individualy textured/baked. Then the next step is to make a…
@Callesw Hola! Nice to see you too :) The scene kinda expanded yesterday. So i'm going to do another update with the UDK level later today. I don't think there will be any "hero prop" as such. But there will be more content to set the mood of the scene. @Caelan Hi, thank you for the critique! :D I hope that i can take the…
Really Great Work ! Like it a lot ! Would you mind Posting, a Flat+Wireframe+UV-Layout of some Smaller Prop like the Trash Can? I still havent figured out how to use Smoothinggroups+UV Seams with Normal Maps properly (so many different opinions on that) , and you're props look really great so i'd really like to know how…
chrisradsby: Thanks a lot mate! Autocon: Thanks Anthony. I completely agree on the cellar, I have played around with levels in photoshop trying to fix the issues you've mentioned. I think that it looks much better now (colourwise), but I'm still planning on redoing my lighting setup later on just for the hell of it…
I just wanted to ask a few questions about Interior Environments in TB2 I think it has proved evident that TB2 is going to be one of the best solutions for rendering characters and props, and even outdoor set-pieces and dioramas. This can't be disputed. However, just out of plain curiosity I would like to know if there was…
Overall the site functions well, I agree with justmesr the images flip by way too quickly and probably don't need to be automated at all. I'm not trying to sound harsh at all, I think your site looks nice but i have some suggestions. The presentation of your pieces could use a lot of work. For instance in your 3d section…
I agree with what the others have said here, it's not a bad start but to really give this place more visual interest you should probably come up with a few more creative design pieces. Apart from the antler stand (is that thing it's holding a sword?) almost all the props seem to be "blocky" in nature, like a simple cube or…
I modeled and textured a smaller prop to get a feel for what workflow would work best for this project. As there will be no normal maps, I went straight into texturing - I am trying a new technique, where each asset starts with the same base colour and is painted over. This will hopefully create a stronger coherence…