Hi all, Finally after getting the uv's done here is my second SDK ever the concept is by Blizzard Entertainment, the model/uv's by me. It comes in .max, .obj and .3ds and it also includes the texture setup in .psd files. I really hope some of you will try it out and have fun with it! <font color="red">Get it here</font>…
Application deadline March 21, 2014 http://1.bp.blogspot.com/-JulDbsXJJcE/UwaRCRhw_hI/AAAAAAAAPcU/m_7H_-TVdBE/s1600/Story_Initiative_Flyer_Spring2014.jpg http://www.dreamworksanimation.com/company/careers/outreach/story How this is relevant to gamedev? Well for one, Blizzard's been hiring storyboard artists for their…
Latest Update: More Images on my Artstation including Marmoset Viewer: Here ---------------------------------------------------------------------------------------------------------------------------------- Decided to do a weekend sculpt of this awesome concept by blizzard artist Ryan Metcalf. Will keep posting updates as…
For overwatch take a look at this article. https://www.redshift3d.com/blog/blizzard-overwatch/ And search for Metro Chars on Artstation they show wires. https://www.artstation.com/artwork/lVLlge And here some Cyberpunk inspiration. On Highend Chars you have other troubles than topo. https://m.imgur.com/gallery/mXkv2a0
Hey, thanks for your comments:) Medivac is a modification of a dropship according to its description:) It seems Blizzard made a concept of this dropship when they were developing Starcraft: Ghost and this dropship made it to SC2 as a Medivac. But I'm not exactly copying the Medivac from SC, so decided to use another name…
The game is still in beta so a lot of that art work isnt final. Also kinda odd that someone is pimping work they didnt have a hand in at all. Either way Blizzard always dose fantastic work. Tons of talented guys over there, a lot of them who are PCer's too.
Aha now that is something that make sense, yea I try to keep my material count to as low as possible for optimization but havent seen info on modern day material count (ubisoft, naughty dog, blizzard etc) most we see are modular assets with texture atlas haha.
Depends on the employer, unfortunately. Some like a painterly style (Blizzard), others like gritty realism (Dice). I would recommend doing the style you're most excited by. You can always do other styles later, to fill out your portfolio. edit.. great minds!
Absolutely incredible work, I'm currently trying to learn from artists at Blizzard and reverse engineer some of WoW's assets, you wouldn't have any tutorials to share would you? I specifically would love to know how you texture them in 3D Coat :smile:
Yea and crawl before you try to run. It's easy to be influenced by studios like Blur and Blizzard, but use them as a reference, not as an absolute. Start with something low poly and work your way up to something complicated. Expect it to take a few years of dedication and you'll come out on top.