Someone was asking about the character specs in the game-artist.net forums, so I thought it may be useful for folks here as well if interested. Since Lexica is a mobile game, many of the assets were pretty low res. So here are some specs for ya on characters.. Triangle count: most around 2300 tris - sculpted a high res…
This doesn't help you so much, BUT, I can give you a quick run-down of textures. I spent a lot of time learning last year on making them for a game (was never completed or anything, so title doesn't matter). Here is a quick step-by-step for you: 1) Make a new PSD, 512 x 512 pixels. 2) For most textures, people have told me…
I have been working with a small indie team on a game called Shadow Lab. It's a top down stealth game where you utilize various to avoid detection and hack terminals. You can find out more on the games blog. The are screenshots of the game and some videos to check out there. Anyways here is some of the work I have been…
Hey everyone I'm working on a gladiator-type character. This is a rough finish of the low poly model. I also included the high poly sculpt. I intend to do a 1024 diffuse and 512 normal/spec. I am also thinking of giving the face its own 512 (or 256?), as well as another 512 for the sword & shield (not shown). There's still…
Hmmm, I was able to drag this into max and install it, I created the button on my toolbar at the top but when I press it nothing happens. I don't even get a maxscript error :\ the only thing I do see is this in the bottom of the MAXScript Listener window "default override for Rollout:rl_textureTools = [8,81]" "default…
The good thing about an texture atlas is that it reduces the drawcalls on the GPU. The hassle of working with a texture atlas without the engine "doing the work" is not really worth it. An employer will see that you can work with assets that's fucking annoying to handle, nothing more. I worked with an engine that used…
cool reel! I agree with Mad though, drop that purple orange and red beveled text. It almost seems ironic to have it there, but i think you could come up with a better design/visual motif :) during the 3rd bit, the hand-cam piece, the static goes on for about 3 seconds too long. Would rather see it static for a second or…
most of my time, I'm using something like this to do hand-painted stuff I'm not sure if some fancy brushes will do any good, personally I can't even find the reason to look for alternatives. I mostly work with resolutions like 512*256, 512*512, meaning that I need pixel size precision. That brush give me enough control on…
I started learning UDK a few weeks ago, figure it was about time I finally at least try and make something with it, and holy shit am I fucking loving this engine! Been basically following Tor Frick and Hourences tutorials and making this test scene at the same time, using same techniques and so on, so half the credit goes…
Im going to ask a question. Would anyone have any ideas on how to lay out a UVW for a car. I would assume: - one texture sheet for the exterior. (and how would i lay it out for best results? any examples?) 2048 - one texture sheet for interior 1024 - one for the wheels/rims 512 - one for engine 256 or 512 - one for misc…