Hello, my name is Graham Smith, I am 27 years old and have worked at various game development companies ranging from Villain Games, Hazard Studios and Epic Games (see bottom for specific roles I played at these companies). I am a proficient environment prop and weapon artist with roughly 6 years experience using 3ds Max.…
Hey guys. Has anyone played the Dragon Age 2 demo? If yes, let me know what you think. Here's the link, just in case: http://dragonage.bioware.com/da2/demo/ IMO: The Story and Staging of Dragon Age 2 has lost a lot of epicness and is more of an action adventure stage and story going on there. It has many elements, used in…
Considering it's running in Flash, I've developed some very fast 3D flock code. Despite being art focused, I know polycount has a good handful of programmers, so if you're up for a challenge, see how fast you can get an epic 3D flock running at. A few rules. 1) It must be browser based for accessibility and fairness. But…
Hi all, I made this piece of environment inspired by a concept by Odewill (you can find the concept here: http://odewill.deviantart.com/art/ShadowGuardian-Torture-Chamber-205443144) This render made using 3DSMax default renderer. Light set up using several omnis and spots w/o casting shadows. All shadows added via shadow…
Autodesk is hosting its annual 3December event on Wednesday. I'll be giving a presentation about our rigging pipeline at BioWare at the event in Austin, TX. I hope to see other PCers there, especially those interested in animation (presentations are animation-centric). I suppose there will be a short spiel from Autodesk…
Psyonix is looking for talented and experienced artists / designers with two or more of the following skills... * Environment art modeling / texturing * Level design and layout * Lighting * Level polish * Effects creation * Level scripting Applicants should have 2 or more years of experience in a professional, educational,…
Epic kobayashi link Muzz...ta for the share Ma.k, a very potted history....Ma.K started as a serialisation in Hobby Japan called SF3D a sort of comic strip come sci fi adventure played out with stills featuring powered armour suits kitbashed from several other sources , which then had the designs converted into model kits…
The goal with making any kind of modular set is to minimize the number of drawcalls in an environment while also minimizing how much work it takes to make that environment. These two things are usually at odds. Any new material you place on an object is a new drawcall so to minimize that you should try to have 1 material…
I love it and I want to see it in all its epicness. Sending myself an email so I remember to back it when I get home from work! ...However I agree %100 about the logo. Totally get where you're going and it does stink of the 80's, but I personally think if you're going to be using it functionally it should at least be…
After checking out Unreal Engine's early attempts at a VR interface... I like the idea in so far as the process at least respects stereoscopic concerns at the asset building stage ( or at least level design space ) instead of considering that VR space as an afterthought. It just seems unavoidable that we should have DCC…