Hi everyone, I have new non-looping tracks as well as looping ones: Non-looping: “More Tough Choices” (on the Introspective/Emotions Page) http://soundimage.org/introspective/ “Grunge Bot” (on the Sci-Fi 4 Page) http://soundimage.org/sci-fi-4/ Looping: “Smoky Sky”_Looping (on the Fantasy 3 Page) “Evil Technology Game…
I'm making a small game that got single player and local multiplayer only. It will have up to 4 players or AIs at a time per game (no more than 4 ever). The game will be old-style low-poly with low-resolution textures like a PC game from 1998. I want it to have tons of blood and gore like Left 4 Dead 2. I got 5 characters…
This 3D character, Eva, was created for the "Reallusion 2024 3D Character Contest." It is my first model developed using the Character Creator 4. CC4 features an intuitive interface that allowed me to easily modify the body shape, skin texture, and hairstyles, making the process of designing my character both simple and…
tony complete! trawling through my WIP folder for a few quick notes this was the first thing i showed LaNm. just a bunch of heads, exploring weird shapes. i actually only had the spot colors to differentiate them more at this point, i was planning on just goin back to green. woops! anyway he went for 2 and 5 i think? liked…
I still don't quite get it. I understand about polygon budget and all and the main reason most people say the fewer polygons/vertices used the better is because of the computer having to link less vertices up to make the model. What I am mainly focusing on is the shader. From what I know, the vertex shader calculates how…
No worries, it's not always easy to understand how they work. Normal maps are the angle a surface is on, so you can work out the normal using the height but the normal doesn't include the height. It's not so much the blur, it's more the gradient. Blurring makes a gradient, but any gradient will do. If you remember from…
The Role: We are looking for a Unreal Engine 4 Game Developer (Software Engineer) to join our growing development team and be a part of building a top quality game. The ideal candidate is a hands-on Unreal Engine 4 developer with a passion for building and playing video games, with years of experience and knowledge in the…
Hi Dave, lovely work! more on the textures: 1x 128 texture map, 256 colours. (8-bit) 1x 128 specularity map, 16 colours. (4-bit) 1x 128 alpha map, 16 colours. (4-bit) 1x 32 env map, 16 colours. (4-bit) (for use with the specularity map) An Env (environment) map is the "world" that is reflected in your specularity. The…
Hey everyone! I'm thrilled to finally unveil my completed game environment! This is a small-scale reimagining of the iconic Roundtable Hold from Elden Ring. My goal was to improve and demonstrate my skills. I introduced archways with statues (inspired by the original concept art), as well as a grand staircase with a runner…