Just to give you guys an idea, here's the past 2 years. The fantasy one was mostly matte painting, except for the dragon, castle, and spear/banner, which were 3d. For the scifi one I just snuck out of bounds in the Arcorp level in Star Citizen and took some screenshots.
Hello Eric On the first screenshot (second post) i'm using project from wiki (Scifi Helmet) and the result is still same. I have win 8.1, Photoshop CC (14.0 20130423.r.221) , GeForce GT 750M 2GB (i think that's not important but i write it here)
I'm blocking out a level for a SciFi FPS and need some direction in where to place assets in order to avoid a direct path to the capture node at the top of the hill. The setting is a mining facility in the mountains that has to be guarded from a rival faction. I'm still trying to figure out the "golden triangle" stuff. So…
Hi everyone! I'm looking to start another environment but I want to be smarter about how I plan my materials instead of just making unique materials for each mesh. I'm going to be making a modular scifi biodome and would like to be guided in the right direction as far as materials and material functions go for a modular…
my second skin for CSGO first one was a Deagle this aK skin is themed on the colorful ,mystic explosions in space since the topic was scifi i thought whynot suggestions welcome http://steamcommunity.com/sharedfiles/filedetails/?id=687750451
Working on a scifi scene, thought it was getting to about the point where I should ask for some feedback, so if you'd like to leave something, don't be afraid to be harsh :) Most of the scene is only blocked out, at the most placeholder objects, with the exception of the walls. And those have parts i'm thinking of…
Wasn't enemy territories a world war 2 shooter, and wasn't the quake series at first a brown mindless shooter, later a scifi military shooter in brown environments. All those parts of a genre that have earlier been accused of being stale and just repeats, just like this article says now.
ok so I went back and deleted the lights and then placed some lights in the gameplay areas and then put a few in the middle to get an overall lighting in there. Also turned off the glow on the crates and walls, though I thought it would help sell the scifi effect but I don't want it to be distracting either.
some 2d. on the first one I focused mostly on post effects, trying to achieve film look :) the second one is a scifi/ cyberpunk repair department vechicle sketch. It is pretty low quality, since I'm trying to concentrate on an overall shapes and the feeling at the early design stage, rather than details.
The criteria are pretty nasty. The majority of the game must be set in the UK / EEA, the majority of the games characters must also be from the UK / EEA. The game must majority be developed in the UK / EEA, but that's kind of the point. I'm disappointed by the fact it's basically got to be set in Europe; kind of limiting…