Thank you!:) robochrish: Well, the end is far, but for first we thinking to try it on Steam Greenlight. Snader: The really first of these kind of characters i made for a strategy game. The reason was couse it don't need to much detail. But the project was too big task for few people, so we though a little dungeon game with…
Updated the original post. Thanks to TeriyakiStyle for recommending Pinterest. Truly does make things slightly easier. I'm no where near done. I'll try to update this as often as I can. Update Log: July 11th 2014* - Removed bad information. Thanks to metalliandy for pointing these out. * - Added a section for Pinterest…
Hi Hugh, appreciate the lengthy reply. Regarding your navigability criticism, it's in place of course. As the scenes are actual 3D spaces with pretty correct depth of objects/colliders, but we have an orthographic cam view, it creates a navigation problem. There is a mini-map implemented in one of the setting 1 scenes…
Hello Polycount community, I am reworking the ingame interface of my roguelike game and need some ideas for it. Currently I am designing the bottom "menu bar" as some kind of belt where a beeper shows game messages and the belt buckle contains some game information (health, stamina and if the player is standing, crouching…
The main issue with Designer it's monstrously inconvenient in its default state and you have to re-do almost everything to be actually useful. You have to master FX -node because it's almost only way to do scale independent anything . Where you could code scale features independent of non-square factor of your textures .…
This is really coming along. I'm not really a 3D artist so I can't comment much on geometry or other aspects unique to the medium, but there are a few things I wanted to say: - Firstly, I think your trees look far too healthy. I would try and stay away from rich saturated browns as much as possible. - I also think hand…
damn Zpanzer beat me too it :D nice one! as for comparision pics I can't make pics at the moment, because I am visiting my parents and I am on my mums linux netbook, with a super tiny screen :) but just look at this pic and compare it to the model at 0:13 seconds into the vid in my initial post. same applies for a lot of…
Hey Guys, for the last 3 weekends I have been working on an idea I had for a while, and that is painting an environment entirely by hand on one big texture. These first tests are proving to work out and I'm now determined to do a little more with it in the form of a little top-down environment with characters and the like…
StarWars Dark Forces Inspired Game Art Latest Screenshot: Hello, everyone! So, I've been meaning to start this thread for a while. I've always been a huge fan of Dark Forces - especially the first one. The game obviously took place in the Star Wars universe, but had a style all its own. A while back I got some free time,…
Personally I would recommend to do two things: - learn about lighting and how to present models in a nice way. This is probably your weakest area right now, your modeling looks solid. Product photography and color theory might be a good starting point for this. Then get yourself marmoset toolbag and/or Unreal Engine and…