I throw this out with full confidence. The image posted by [HP] is a uniformed (at best), and overly-simplified view of modern level design by a game player that hasn't played many games or has an incorrect perception of reality. Article nullified by the level design of Bioshock (1), FEAR (1) and NOLF2. Both feature level…
I've been jumping all around lately! Here's a huge image dump. For London: New wall light, just needs the glass and bulb. Glass I've figured out nicely in UE4 but the bulb will need special work for my dynamic lighting setup. Worked a bit on a curtain setup to sit behind my various shop windows but MD has been bugging out…
Thanks for the kind words Fireborn, I'm glad you like how it turned out. The more I look at the image the more I'm happy with it. I'm glad the sky looks nice and hopefully gives off that heavily charged sort of atmosphere; I was pretty confident that once I painted the sky and other glowy bits that it would help sell the…
I realised I'd been on the wrong settings just recently and corrected it. Unfortunately Mudbox doesn't give you a lot of control over FOV. I also feel I'm not overly confident with making really contrasty details at the moment. I don't think I have enough Sub-D but I'm also pretty new to sculpting ... I've done a fish and…
diffuse(albedo) and specular should be rule-based with no artist input/interpretation of the material. specular is a flat value (unless you have different surface/material types on the same map) diffuse(albedo) is a mean range based on the albedo of the material type. roughness/glossiness are based on the surface detail on…
One thing I find very helpful is to have someone who you can go to with any questions. I honestly hate asking for help. It makes me feel dependent and weak, even though I know that's nonsense, because you're just sharing and exchanging knowledge! It's also really important to finish what you start. Don't be like me until…
I really enjoy the renders, would you mind sharing your light setup ? The rocket launcher looks pretty cool (although very massive and blocky imo for that its function is just to be pipe that propels a rocket with a scope), but the rifles design is very weak, many things are counterproductive and would hinder the gun at…
Team Fortress 2 comes very close to this; the environments aren't very detailed for a modern game and it has broad, visible brush strokes. Characters, on the other hand are sharp and detailed. The result is that your eye is drawn towards the important things. Mirror's Edge is another example... Gears and UT3 are the exact…
Hi Dethling, Having worked on Arkham Knight I hope I can give you some tips! You identified a key idea we often explored when making the environments. Take a location "X" and combine it with theme/character/environment "Y". Often X and Y were contrasting and it leads to lots of fun little ideas. An example would be the old…
I'm glad I am doing it justice so far, and yeh I guess I was seeing things when I put the groove at the angle change, I think it willread better without the groove. As for the seams, I guess I'm a masochist and decided to model them all into the model rather than using floaters, to challenge myself.* I blocked the form of…