This doesn't turn out too well in UDK. I've had normal map lighting get flipped in the old UT3, though it was my fault because I was welding some planes togther like this: I think you might be better off making back to back polygons especially if you lightmap an object. That way the polygons in shadow get real shadows…
A few thing i thougt about..* The brick texture is of in scale, i would take it down a bit. Makes everything look small otherwise (: * I think you should put some support edges on your corners of the house. Looks way to sharp. * As you mentioned, some grime. Maybe put a second texture that tiles with your brick texture…
Thanks for the crit, guys. I completely agree with you, Zac; the corn stalks would really shine with some good translucency. I'm not completely sure I know the proper way to do that though. I attempted doing it through sub surface scattering and I think it did a lot to help the corn, but it's not really reading as…
I personally wouldn't classify it as a "great" stepping stone but like others have mentioned it is possible to transition to another gamedev role IF you prove you have what it takes to do such role via the usual portfolio, skill and personality fit. Personality as in, if you're not a communicative person then Producer is…
Hi Dan I'm very interested in your project and would like to get involved. I'm currently working freelance for a couple of games studios, working as a environment and asset artist making modular assets as well as props with diffuse, spec and normal maps which I generate in maya, photoshop or mudbox and exported to udk. I…
your presenation is all over the place. Need to think in steps. High poly, low poly, textures, and maybe a beauty render. Loose the noise backgrounds ( with pics n stuff ) on your break down shots. Text should be small and easy to read. As you have things at the moment, the text is getting way more attention than the…
The way I've gotten a decal to work without flickering is to use a composite map slot (not a composite material type), and a secondary UV Chanel for the decal. Its a pain in the ass but works. These two tutorials cover it greater detail. I also think there is an official Autodesk promo video floating around, probably up on…
wow. ok. so looking back at the lighting on this piece, yeah i realize it needed some work. fortunately ive been learning a bit about lighting in unreal, and ive got it to a pretty solid point.. (unfortunately no screen til tomorrow.. files on a different computer), but just poppin back in to say i plan on finishing this…
Thank you Meloncov! that is quite interesting to hear. Its good to know that there maybe some recruiters that may still consider artists without much experience. I am also interested to find out about how important in-game assets are to show for a portfolio? I have been looking at the wiki for environment artist but the…
IIRC in UDK, the Night and Day scene has the plants which have movements based upon a Material (which as Jerry said, is pretty expensive) and you can even take that Material further I recall to which it acts with the collision even properly. Jerry, do you guys plan on releasing a Special Collectors edition with maybe a…