Since we're diving back into it from the ground up and not just talking about polish/lighting...yup it flat lined a while ago. I would also suggest watching [ame=" https://www.youtube.com/watch?v=JJBNSDIOBXo"]this[/ame] and take into account their texture work and silhouettes. Especially when he says "we employ an almost…
When it comes to anatomy, what is the best way to approach learning it to come across as competant to a studio? I am exploring this question more from a hiring perspective where the art reviewers judge your character art competancy by comparing to concept art/photoreference and do any further scrutiny through an art test.…
Make a block-in mesh and observe the references. Sometimes there won't be much presented to you (week 11 I actually got lucky that there were so many good photos taken) and you will have to make some assumptions about how things work. I've said before assumptions are bad, but if you have no other choice, experience and…
Development Team: Team Etherell Product Title: Legends of Etherell: Antavia Product Overview: Legends of Etherell is the introduction of a completely unique iteration of the popular MMORPG genre. The team behind Legends of Etherell has created what they are labeling a True Online Role-Playing Game or TORPG for short. In…
Your project looks amazing, and I'm also just starting a personal project on a village similar to yours. Could you share the Texel Density you've set for this project, especially for modular elements like walls and roofs? For my project, I've applied a Texel Density of 10.24 px/cm, with textures at 1024 resolution. This…
@pior it's for making a texture to use for game assets. For example a 256x256 image that has X amount of unique color swatches. If you are familair with the popular Synty asset packs, I believe they do a similar thing. For a flat color art style, uv shells are just scaled way down and placed over a color swatch. If it was…
I believe it would be totally impossible to found Mass Effect 4 through kickstarter, we talk about a budget atleast 50 times as much Double Fine has gathered so far. I suspect it costs around 100-120 million dollars to develop a game as large as a mass effect game and with the same ammount of voice acting, and then…