Jungle sanctum scene - There's some pretty serious scale issues on this one. I assume, in the context of a video game looking through a first person camera that the hallway the player/viewer would be walking down is roughly 3 meters tall. So, looking in to the room, the head is the same height as the walls, approx 3…
Everyone and their bug has the next great game idea, few have the skills or the money to put in action and pull it off. All the designers I have ever met, got in on the ground floor doing some menial task and worked their way up or splintered off and started their own thing. Talk to just about anyone in or wanting in if…
I went out with a few co-workers for a late lunch break, as we where walking back we (a bunch of pasty white guys) passed a black woman in her late 40's early 50's, who was out doing something about her added lbs. As we got up to her I was talking to another artist about how to add contextually sensitive "ignore backfaces"…
At 6:20 or so you can see his maps on the right and that he's using Marmosets Height for displacement. As for the animation part, he also talks about how it's done- by setting keyframes on the UV offset. The texture itself doesn't move, the UVs do (well, the offset does, but that's a minor point).
Hello fellow animators, I've been working on improving my dog walk. I did a vanilla walk and then did a more characterised version. I would like your feedback please! http://vimeo.com/174270066
Hi everyone, I'm currently working on my hard surface game art portfolio and was wondering if anyone had any insights on what workflow is considered industry standard so I know which one to focus on, or does this actually matter? I've always been under the impression that as long as the art looks great, is optimised and…
Hello polycount. I started to learn some basic animation techniques. I watched some videos about character animation especially about walking and running characters. Everybody making running and walking cycles, I searched and I found something some people making this cycles for using it in game engines with programming…
Good model itself, booleans are a bit off as being said. I see an inconsistency in detailing level between tank and top portion (lets call it valve). I understand that there is not much details you can add to the tank, but you can solve this by adding some tear&wear to the tank, cause I see oxidation on the brass parts (By…
Note: I called this tank steampunk, but wasn't thinking steampunk when I designed it. Sorry for the mistake, it should maybe be called steam powered, or steam era. started work on a tank, crits and comments welcome. thanks!
Look, there are many different approaches to design, and boogotti took a fairly realistic one. He mimics the feel of real world designs while adding in a design aesthetic that overpowers the functional aspects. That is a perfectly valid thing to do, because he wanted to make a cool tank, not a cool ultra realistic tank.…