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FerdTheNerd

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About FerdTheNerd

  • Birthday 07/14/1990

Profile Information

  • Employer
    Freelance
  • Job
    Environment Artist
  • Location
    Sussex/UK

Profile Fields

  • Website
    http://freddiepitcher.com
  1. Imma just leave this here... https://www.youtube.com/playlist?list=PLZlv_N0_O1gaCL2XjKluO7N2Pmmw9pvhE Official tutorials from Unreal covering every aspect of UE4
  2. ^^This. Im not the most experienced Level Designer, but I'm a capable env artist. So teaming up could be a win-win. UE4 has some really cool new stuff, its a good opportunity to set loose some experienced artists and designers on this software.
  3. Hey, Here is a modularity breakdown of the hotel building. In total I used three primary texture sheets (Trim x 2, Windows) recycling assets and textures wherever I could. For the brickwork I created a tiled brick texture, utilising Multi-Sub Materials to get 2 textures applied to one mesh. This way I could tile the brickwork and keep texture fidelity, whilst leaving the trim texture unaffected. I used the same process for the roof tiles.
  4. Hello all, Wanted to share a small UDK environment I've been working on. Its still work-in-progress at the moment. It's called 'Hôtel Le Papillon Rouge' (The Red Butterfly Hotel) it is a fictional Hotel set in 30's Paris. The name is play off 'The Moulin Rouge' Its not a full playable level, I built this as more of a art test to see how far I could push myself visually. Be great to get some feedback and see what people think. You can't see in the photo's but the main rooftop sign does flicker, with the 'O' flickering on and off. Plans for the future: - add ground floor to the main hotel building (large arched windows/doors) - add shop-fronts and other building types to create variety - add props, lots more props (wires, pipes/gutters, dustbins etc) - Work on a grand entrance to the hotel (Large ornate doors, balcony, stone sculptures, flora etc) - Parallax Windows - Add curvature to the street, I feel its too straight at the moment - Work on a better distant cityscape silhouette Anything more you think I should add/change? Still definitely a WIP so will be working on it more and more.
  5. I have updated my portfolio, redesigned the whole thing, plus added some more work. Would be great to get some feedback!
  6. Yeah the whole website is based on a fancy version of Behance (called 'Prosite') It's really not ideal at the moment. The site only gives you a select amount of 'Tags' to choose from (Instead of typing them in yourself) and games design was the closest they offer as a 'tag'. Again, really not ideal. I just don't know enough about web design to create something that I wanted, so I went for one of these 'drag-and-drop' DIY websites. With the animation and film. I do have work, but its really not very good. I haven't put it on as I don't think it truly represent my ability. Most of what I did was briefly learn the basics of animation and film VFX. Stuff like, making a pendulum swing or a ball bounce. Or compositing with green screens. But once I had completed those modules, I never took it further. In the final year you could choose to focus on one of the three topics, I chose games. I can put them on there, but it wouldn't stand out.
  7. Hey, thanks for the feedback. Greatly appreciated! This is the type of stuff I need to hear. Will make the changes you said soon. I've been thinking to redesign it for a few months now anyway, so will cut down the stuff I show, make it fast and fix a couple of scenes.
  8. Absolutely stunning work. Loving how the rich orange mixes with the cold blue. The intricate details are great. Can I ask how long you've been working on this? Will stay tuned for more!
  9. Thanks guys Borderlands was a big influence on this project, along with other stylised games. In the end I wanted the cell-shading to be more subtle. I had some scaling issues in the harbour scene, I didn't really have a good idea of UV layouts and texture creation at the time (This is a good 6-8 months ago now. Left Uni in July) and relied heavily on CGTextures, so texture inconsistency and resolution was a problem. The slums is the one I'm most proud of, that came together much better than I expected. Though a few repeated models. The science labs I totally ran of time on. I had two weeks left until the deadline so I rushed it. I really wanted to give some verticality to the scene and it needs waaay more props, I always felt it to be really empty. All the lights are on and baked in. I spent about 3-4 days building the glass pods that I ran out of time on the walls and ceilings. So I ended up extruding some planes and throwing a texture on it. If I could go back again I would spend more time on the sci-fi lab construction, at the moment its just a square room.
  10. Hey guys, new member here! Wanted to post up some pics of my Final Major Project from my final year at Uni. I created 3 Environments in the Unity Engine for a fictional game. A Slum, Harbour and Science Lab. These three environments are not playable, their soul purpose was to test my technical ability at creating game art. These are the very first real game environments I have ever made. None of the models have Normal or specular maps as I am only just learning how to create those. (Normal mapping and high-poly sculpts are my latest challenge) CGTextures was a huge resource for me at the time, I now want to focus on making my own custom textures for future projects, I have another environment in development in the Unity Engine that will make extensive use of Normal and specular maps (Unlike this project), high-to-low poly models and more complex lighting techniques. That's too early in development to show anything useful though. Each environment was created in Unity, all assets were modelled in Maya. Any feedback would be great! Screenshots:
  11. **Edit** Portfolio Update 28/06/14 I have recently updated my portfolio, redesigned the whole website, plus I have added a lot more recent work. The URL is exactly the same as my old portfolio so the link below should take you straight there. Again, any critique is more than welcome. Would love to know what you guys think -------- Hey guys and gals. I've been sneaking around this site for a while, mostly going on the 'WIP, post your levels thread'. Some really, really cool work on there! Finally signed up. I graduated Uni 4 months ago studying Digital Film, Games and Animation. Now looking for my first job in the industry. I focusing on building my skills as an Environment Artist. I feel I'm a bit late to the Environment Art scene, as I have only really started to focus my attention and learn for about a year or so. Take a look at my portfolio, www.freddiepitcher.com Any feedback would be mucho appreciated. It doesn't really follow the same style that many other portfolios take (Thin banner pictures listed on top of each other) Let me know what you think and hello to all!
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