Concept/Overview While I was trying to find inspiration for my next scene, I became fascinated by the works of Chong Fei Giap. They held so much life and color, and the feel of the textures and colors was fantastic. I wanted to see if I could recreate that look in 3D. Modeling From the beginning, I knew I wanted to create…
The following tutorials wasn't really meant to be posted in a thread like this but will be here temporarily. They might go in to a bit of more detail then necessary for this kind of platform and will be available on the Wiki as well later on. So here is a little tutorial on how I created the skin for the Bat Man model…
Check out the work from CGMA student Christen Smith , who shows us how he created an amazing modular set that he did Anthony Vaccaro’s Organic World Building class with CGMA. Intro Looking back, I believe my last article with 80.lv was almost 2 years ago on the Dead Space Cockpit, which in hindsight was at a very high…
Polycount's Hamish Bode had a chance to chat with Paul Pepera, master hard-surface high poly modeler and Lead Mission Artist for 343 Industries. Hamish Bode: How long have you been involved in the games industry and what's your current role? Paul Pepera: I have been modding games most of my life but I got my first…
Do we ever have a treat for you. Some members of the amazingly talented environment art team over at 343 Industries have put together an article on creating the environment art for one of the largest releases in video game history - Halo 4. This article was written by the artists at 343 Industries - not us - specifically…
Hi all. I'm Mark. Here is my piece. Concept, Idea. The idea of creating a ship turbine was initial for me and after this we started to expand this idea further. That’s how we decided to make a hangar scene (Shelter Project in the future.) I wanted to make something technological, complicated, to show my ability to delve…
Extremly laconic exposition of the following text, which I figured Might be usefull to have in one place: If you're interested in more details, I suggest you just take it from the top. And ready yourself to spend sometime reading. top Hey. I felt like doing this paper, because. Because becoming a video game artist isn’t…
Hello la compagnie ! I've pushed an update on the state of the project here : https://www.artstation.com/blogs/vexod14/49Xj/star-wars-redemption-work-in-progress-18 Here is what's new compared to what I already shown here So, some new levels, in terms of pure art. Just cause I wanted to bring on more levels now I've…
Hopefully I can deepen your understanding a bit. For the most part you are close to the truth. The items you're 100% correct on I've omitted from the quote. Regarding realtime lighting and shadows: Realtime shadows do require running vertex processing and draw calls for all of the meshes that the light affects. The way…