Rob Macko: thanks Rob :) polycrunch: thanks! Makkon, maxivz, killnpc: Thanks guys. Anyone has access to these right now in the UT editor from our github account. I believe the assets will be released to the main public editor within the next few weeks. Ill set em up in engine and take some screens later today ;) WarrenM:…
That's the hardest part at the beginning, identifying what could be new. I think you've come to the right place though. There are many challenges in current game production, with the switch from Gen3 to Gen4 that could need some research. For example, AAA games get bigger and bigger, yet workflows still need to change.…
Okay that one is done. texturing tricks for nomalmapped assets This is a collection of tricks and workflow speedups I've been using recently for models requiring normal+spec+diffuse maps texturing. The goal is to get the most out of bakes instead of painful handpainting. I'm sure you guys know many many more than that but…
well he does have a few good points, and give the guy some slack he says out right his portfolio is crap... I can tell ya I would at least like someone at the game companies to call me back or shoot me an email and say "sorry, we just aren't interested at this time..." or "Your current art does not meet our standards" but…
Hey guys, I have just posted this on my 'art dump' but figured I would post it here just in case any one was interested. Basically, this is an attempt to outline my adventure beginning work in America as a Canadian. In no way is this how every situation will play out, an official 'how to' or anything like that - just…
so I obviously have no clue what I'm doing here but jouste inspired me to try something different so I did. didn't spend much time or thought on this whatsoever I just wanted to get a feel of what the flow might be like following his 6 step mini image tut in his sketchbook. look. I'm sorry. at least I still did art tonight…
Hey all, I updated my website and finally got some of the work I did for Uncharted 3 Drakes Deception up there. Perfect timing as the Uncharted 3 GOTY edition was just announced so if you haven't picked it yet now is a perfect time :) In case you are unaware, we do things slightly differently at Naughty Dog. For every…
I think it's just a matter of starting off with more geometry in the base shape so that you don't have to add any extra loops to control those edges and the helmet remains round once it's subdivided. Not saying it'll be easy or anything just that's probably the best approach. See this post from the How u model dem shapes?…
I'm still here. For the past five days, I've been learning Material Maker and Nodes from scratch, and I've had to experiment a lot since there weren't many tutorials available. Please take a look at my texture for the walkway. If you have any comments or suggestions for improvement, feel free to let me know. In the…
@iam717 I appreciate the insights. The glitchy side to side movement is a bug, or rather a fault of the the AI code that I'll clean up a bit later. Basically they are deciding where to go every 1/4 second and if they are already locked to a decision they will then override this - it's order of operations needs tuned but…