what's wrong with it exactly? there's always a few people on the boards who go off about "what ever gets the job done is fine" but i still see a whole bunch of artists never trying to use any photos, ever, and i just don't get it. i do see it as somewhat honorable that someone might want to hand paint everything, but…
With that SABot mod for Doom 3 I got my first chance to try out my models in a real fight (the files need some adjustment, just dropping 'em in there won't get you anywhere). Seeing Doom 3's blood decals on them was certainly a weird experience (though sometimes it looked funny when e.g. I shot Ryoka in a way that looked…
Feb UPDATE: We are still looking! Please read the posting carefully and send us an e-mail if interested! A small indie game studio is looking for a talented 3D artist for creation of high quality terrain textures for our game. We need realistic textures that look good from RTS-like camera perspective. To be more concrete,…
I'm an environment artist, and I started my professional career during last gen where the asset creation pipeline was pretty straight forward and revolved around the following: - Props with unique diffuse/spec/normal textures, all within 0-1 UV space. - Tileable textures with or without vertex color blends (and blend maps)…
How I finished and published my first game which was a clone of old school turn based strategy game (in 10 weeks): 2 people. Myself doing art, sound, and level design. Partner writes code. Game design is almost carbon copy of decades old game, which itself was copy of a board game. Only difference was we stripped out half…
I had assumed it was prototyping, but the way it works client side is that because of deadlines (I'm guessing) the artists that work in engine, never really get to see what things look like in game because that would delay a build since everyone is in such a mad rush. So this is a finished asset for the time being, not…
I would say go modular - though not with 1 meter wall slabs. I would do a couple of walls and see which walls could I reuse in other sections of the house. A modular pipeline would allow easier navigation around the scene, would probably take less polygons in areas, and as previously stated re-usability of assets; for…
Here you go guys: http://www.glitchless.com/dawn.html The perfect game, it's been under developement for over a decade by game designers with "big ideas". It'll be amazing, probably just taking a lot time to beta test, you know, with the permanent death and all. I'm hoping it'll be almost as good as Diakatana. Keep the…
lots of good advice here. Some advice from me as a supervisor of what I expect of people I hire. Of course, it's hard to demo them in a reel, but those are the traits I see in people who will do well in the long run, especially if you want to eventually move on of being a grunt. Ideally you want to become an artists who…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…