I have observed that the difference between using StaticMesh and InstancedStaticMesh lies in the fact that, in the former, every time a 3D object is drawn on the screen, it generates 1 drawcall (not counting the textures associated with the model). For example, if a wall that is part of a modular kit appears 30 times in a…
Hey,So I've seen a lot of tutorials and tips for setting up the reference planes when you have blueprints or uniform images to use. But what if your reference views are from different sources and not the same size? I've taken screen shots from a game and they are all over the place in size. Do you set up one then eyeball…
Hi guys I am currently studying an MA in Games Art and am looking to recreate this room from Ex Machina in a mobile games project. The view point will be from the protagonists point of view looking at Ava. My tutor is concerned that the quality of the end result will be lowered because glass in Unity on mobile doesnt…
Hi guys, I'm looking to find out how you go about texturing your low poly models when they have their normal maps/bump/spec applied.. ? I've been trying to use max but I find it a pain in the arse as I dont get a clear view of what things look like until I render the scene. Can anyone recomend ar alternative?? The max view…
Hello Polycount. I have having a bit of a hard time getting the cloth on my character to look correct, I have redone the pants at least 3 times now. This character will be one of two main characters in a student game production, and will be viewed from a 3d person view(Close to Gears of War camera angle.) Boots are not…
Is there any way to turn it off in 3dsmax? The reason I want to do this is mental ray can render the ink and paint material properly from an orthographic view,( something the default scanline renderer can't) but I want my renders to come out clean with as few colors as possible for sprite making so I can have an easier and…
Hi, Much like the first Anomaly, I have worked on the sequel. We are a small indie game development company so I was responsible for a few different art things. I contributed to graphic design, I made a few levels, some assets and most of FX. I was handling lighting and postprocess as well. So I'd like to show you the…
Hi guys, I just registered to show of a map I've recently finished. As you can probably tell from the thread title, it's for TF2 and roughly 5 months work went into developing it. :) I documented the development of the map from way back in October up until the final release which was kindly hosted over at Interlopers and…
Hello, my is Quinn. I have over six and a half years of professional game studio experience as a Concept Artist and I am now available for freelance opportunities. I mainly specialize in Character & Creature design but I also have experience in designing props, environments, UI assets and promotional artwork and…
I've been using patches more and more lately for initial blockouts for curved or semi-curved surfaces, and after my earlier question poll if anyone really used them, I figured a couple of video tuts were in order, especially now that I have decent screen recording software. These are on youtube in 720p res so you can see…