thanks guys! :) I made an updated color version of one of paintings, also with a background. I basically aimed for something that's not monochrome but has a color subtle enough that it retains the feeling that b&w versions had: It can also be seen on my artstation: https://www.artstation.com/artwork/clockhead-iv
I am using a circular polarizer on my camera, I have an A/B between the bag with and without the polarizer, Difference is massive. I have 1 meter of polarization film shipping over, Which should hopefully provide me with a decent starting point for a better Version 2 of this system.
As much as I don't want Kotick to get any of my money. Im seriously stoked by this game. I see a PC version. Is it going to be made for PC or just a clumsy console port/ (HE SAYS after realizing that A: Someone had resurrected this thread. B: It came out yesterday.)
BC5 with a derived z vector is becoming very common in DX10+ games. 8 bit R and G channels the B & A channel are dropped on import. As developers (finally) drop DX9 BC5 and BC7 become very appealing compression methods for using 16bit textures. Although BC7 is DX11 only
"Which one is the best game's for you?" I'll also chime in here with my current playlist ATM: - Counter-Strike - CoD (Black Ops II - III, WW2) - BF (Bad Company, 1, II, III) ...yeah, nothing cerebral just run-'n-gun-fun B)
Hi guys, has anyone had any success reproducing this in Maya? I'm using Maya for a project but this seems very Max-centric? I'm not very technical so trying to find a good workflow that will take what I made in Painter and get it into Maya to render in Vray. Thanks, B
There's a lot of room for optimization here. There are a lot of needless loops on the blade (as you've said), and the hilt. Given how little of the detail you'll actually see in M&B, dropping the number of sides of those decorative rings wouldn't make much of an impact on the final product, especially once you get the…
Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
my recommandations would be: if you want it to look more like castlevania / sonic sprite pixel art: a) photoshop + unity b) photoshop + udk or if you want it to be more vector-ish like: super meat boy, cstle crashers or the binding of isac c) flash + unity d) flash + udk
Yeah not to mention the 3 lead devs for WoW all met over everquest. This is something people just have to learn to accept i guess, just like the satch vs. coldplay etc. Even Cliffy B admits lifting pretty much all the gameplay in gears of war from killswitch.