Ive gone through numerous iterations since my last post, here are the results! I've refined most of the forms and proportions on the arms to a level I'm happy with, currently I am working on finishing details that still stick out and bother me as well as finding ways to make bits under the armor plates look more…
I know I didn't fully explain the process the chest went through to get to release before, but it's not as simple and forced as maybe it seemed from my earlier post. Or desperate, for that matter. There were a number of artists approached about this, and all of the work submitted for evaluation was work that was popular…
Today I want to share with you tips on using Udim, texture sets, texel density, padding, mipmapping and other techniques in various situations and when errors occur. This material was created by the author himself, but it also includes information obtained from other sources. Editor and creator of the idea: Daniil Lyapin…
making games is a business. ubisoft and studios of similar size will be measuring numbers, not delving into the underbelly of reddit. nobody gives a shit if somebody thinks abby is too buff or whatever. they do give a shit if sales dont meet projections. Words mean nothing, the numbers are the measure. As far as I am aware…