I'm writing a bit of an article for an Australian games magazine as part of a series on games development, in this case covering the difficulties of working games based on licensed IP - movies, tv series, cartoons, whathaveyou. For anyone who's ever had the mis/fortune to work on them, licensed games are a genre that have…
I have a question about animation in the game industry. For the most part, I don't see that many pure "Animator" positions open very often. Is it because game companies generally don't have specialized animators? Is this a trend that is changing? What about the difference between game animation and film animation? I…
hello all many apologies and thanks for your patience fresh meat looking for structural help on modeling human anatomy. Im working on a female 3d model and I'm happy with the majority of anatomy and construction, but I would appreciate suggestions on how to deal with the technical construction of hands and feet and how to…
You could try and put a very bright white plane behind the wooden planks that fades out when you get close to it using a pixeldepth material node. Put the colours to 1,1,30 for example to get that cool blue/purple over-exposure. This will not require an overbright sky and is in fact a method used in a lot of games where…
Hi guys ! I am working on a personal game project in Unity, in which I am trying to implement a character customization system. The idea is simple : Use a single rigged base character and use blend shapes to allow the player to customize it's shape, morphology, proportions and so on. Here is an example of something I did…
Another good example of where it makes sense to split textures up is alpha blending. If you have some small component of the asset that needs alpha, you should split that off into another texture set/material if you can. Generally (8-bit alpha, DDS compression), storing alpha doubles the size of the texture, so if only 10%…
But that's what's supposed to happen, the environment lighting is supposed to interact with the character -- this is the only way to create a mood / atmosphere. A dark scene with a green fill light and bright yellow rim light, for example, it will affect your palette but the player still has the dark and bright hints to…
I spent the weekend reviewing the examples you posted @Ged and searching out a few more like them for reference. Using those, I and spent a day working to make the topology more consistent with the corset as you suggested. I've done nothing with the head/hair yet. The legs+feet got the most attention. (Note the arm cannons…
I don't think there is anything wrong with having a technical discussion about the pros and cons of the tools we use. It's part of the art process after all. If anything, it's a good thing to have a breath of opinions to go by when getting recommendations. Look cryrid, you haven't suggested BPR is better just like I…
A game isn't just about graphics though. That's what I keep trying to get at. I did throw in some examples of graphics between systems, but the next gen consoles will also allow for more content in the game. As I mentioned in BF3, the PC gets 2 more objectives on most maps. They get more vehicles. In MAG, they were able to…