Hey guys, it's been a few days since i last posted. Been doing some other stuff, and decided i'd next post once i've baked down, and started the Albedo map. Here's some new shots: I'm not really sure if i dig the colours going on just yet, although from a perspective the player would look at the asset (fom a top down view…
It's not that Maya does it perfectly, its just that there are a lot of little things in max that add up to more friction for the whole process. 1) The curve editor drastically affects viewport playback speed. You have to either close it, or deselect everything which you are constantly having to do each time you play your…
According to Gamespy's stats, Crysis actually has about 100 more players than Unreal Tournament 3 (both still pitifully low player counts, though). Call of Duty 4 is probably the newest game with a large player base, and I think they released their editing tools and some sample maps, so you could make some for that. I…
This is a player model for a game me and my friends are working on. We're trying to keep everything as small as possible to be more memory efficient. The game is a TPS Survival RPG with 4 player co-op, intended to go up on Xbox Live Indie Games. So we're trying to cram all we can into 50MB's so we can sell it as an 80 MSP…
I like the art style you're going for but agree with loki. Shmups need to follow certain rules so the players can see whats going on. The scene looks "muddy" and I can't make out the ships are instantly, which is essential for players especially in Shmups. The bullets are to small, they also need to be highly visible. The…
I'm not sure if this is the right area to post this but here it goes. I am a member of a small dev team working on a game called Sunspots : The Invasion, we are currently looking for a few extra hands, read on to find out more. THIS IS A NON-PAYING JOB What is Sunspots : The Invasion? Sunspots: The Invasion is a new Star…
Video game world building is an
increasingly complex process - one that demands designers think big before
fashioning the fine detail that will ultimately enable the creation of truly immersive
and interactive levels. Seasoned Naughty Dog environment artist and CGMA mentor
Andres Rodriguez discusses the blocking process…
[ame=" https://www.youtube.com/watch?v=LrrzyoAjel0&feature=share&list=UU7NCg0venpKJg3kuJojKlbQ"]Big Team Infinity Slayer on Vortex - YouTube[/ame] almost that time!! I do miss the bleep bleep bleeeeeep from respawning, its engraved into memory, I wont finish the single player in one sitting, I atleast want it in two chunks…
why are you using this crap anyway? there are quicktime alternatives like mplayer and vlc with their own codecs mostly independent from the OS, in almost all cases working better than quicktime itself, less obtrusive and more configurable definitely. the only reason i found for me myself to require the actual quicktime…
Whooof! This is heavy. I remember following Paul's modeling advice on proper mesh optimization, deformations, and UV layouts. I even remember facing against him in one of the old competitions. (I believe he made a Felix-the-Cat model that was flipping everyone off) My prayers go out to his surviving family. This is indeed…