Your best bet is a codec that's supported by the default video players, Windows Media Player and QuickTime, without requiring someone to install a custom codec. H.264 is a good one. A good workflow is to render to a sequence of lossless-compressed bitmaps, like 24bit compressed TGA. Then compile those together with your…
UTI Games is developing a Hero based multi Player Vs Player combat video game. We are seeking a skilled Character Concept Artist to create original concept art for our Player heros. The theme is super hero / realistic / near future sci-fi. Please apply by sending a link to your portfolio to games.uti@yahoo.com Payment for…
Howdy guys Ok so ive been working on my lightsabre for the challenge most of the afternoon,I got carried away (blah blah) turned it into some normal mapping practise..blah blah...and now ive got stuck...well not stuck but wondering which of these would be a viable option. Basically my low poly model has gone way over the…
You might want to consider making a baked physics simulation for destruction and player interaction if you really want to make it stand out from all the other shit out there. Just something to consider when you're done polishing the heck out of it. A typical scenario where the player blows shit up would probably be pretty…
The Enterprise F is just over 9k tri's. A bit over budget from our initial estimates at launch a year ago, but this is a very special ship, that separate in to two ships, and a drops a third out of the rear (still in development) so we upped the tri counts for it. In this image you'll see the ship all as one unit, and one…
At Playful Corp we just released our new game on Steam early access. It's in the sandbox / block building genre. It's still in devleopment, but it's pretty bug free. We are looking for feedback on everything from gameplay to art. I did animation and technical art on the project. Steam…
I know that this is just a prototype but I assume you are going to add joints to the console/light so the player doesnt need to lift the whole light just to get to it. But great work so far
The base of the trunk could use more work. in a game that's what the player will see the most with the canopy. At the moment the trunk is like \/ into the ground where it should look like /\ to give it more stability. I'm not too sure the tesselation and displacement in the core of the foliage is necessary if that's what…
But if you can walk in one (meaning you have the setup in place), then you can walk in all of them (use the same system for all the others), the only difference is the other ones had a layer of 'glass' on them from what I could see (especially the blue arrows one) to stop the player from walking in them. Not to mention,…
I don't expect to go beyond one automatic layer deep (if any!) in most cases and I'll only know how bad it gets inside an engine when I cross the bridge into real time hair, but is there anything I can do to alleviate the issue when authoring a hairstyle? According to…