DIGITAL SHOCK Art & Development Team: Professional AAA studio at Indie Price ———————————————————————————————— Digital Shock is a video game developer, VR, iOS/Android mobile app creator and elite team of video game art specialists in Toronto (Canada) with a local team of 20+ and international support team of 100+ seasoned…
Digital Shock is a video game developer, VR, iOS/Android mobile app creator and elite team of video game art specialists in Toronto (Canada) with a local team of 20+ and international support team of 100+ seasoned and highly talented artists and programmers. We are a team of dedicated professionals that have 10+ years in…
@Joseph Silverman: great talking with you the last couple times pal! stay in touch you hear? @Scudz Almighty: yes! we were hoping to ruin maiden's Hellraser for everyone! hooray! Hey all, been a while! I am sooo close to wrapping up my IOS game Shellrazer that I haven't had much chance to draw anything else! But i did it…
ptex IS industry standard. and it's vastly different then uvw. there is not really any copmparison. ptex is a file format and API for storing unlimited amounts of texel data of all types. it was designed to store 10x10=aprox 100k, 22x22= aprox, 500k, 30x30= aprox, 1000k and larger texture sets. multiple map types and other…
Hi guys Who is going to FMX this year? looks like they are going to put on a good show for the 20th anniversary. http://www.fmx.de/ [ame]www.youtube.com/watch?v=bSYhig8UiM0[/ame] [ame] https://www.youtube.com/watch?v=6_0oteS8P6c[/ame] [ame]www.youtube.com/watch?v=cFQKZHv0ppQ[/ame] Would love to hear more from studios like…
Heres a detailed list of 801 changes. Modeling Snapping: Completely overhauled snapping offers simplified workflow and consolidated feature set. UDIM Workflow: New UDIM support for more easily working with multiple UV tiles. Shatter Command: New tool for dicing up and destroying any model into many small individual pieces.…
I'm not a featured artist in the Recaps or an artist that has been in a project art dump, but I'm in the industry (to one degree or another) and I want to share my experiences. I've worked contracts at Sony Bend and WB Games Turbine, and freelance for Human Head and a host of small iOS and non game studios. I'm just going…
Mutant League: A Videogame Art Challenge! You've been begging for it. The rumors been circling. Hints have been dropped. Finally it is here. Sound the vevezulas, fire up the jumbo trons, hit the pregame tailgate parties and let's make some Mutant League goodness.We're kicking off a new challenge here at Polycount - Mutant…
Well, I've suspected something like that - they're a bit confusing from the beginning, and i probably need to make some more informal introduction into these tools. Let me then introduce myself first: my name is Alexander "Joss" Khalyavin, i'm Maya tech artist/developer with ~16 years of Maya experience. Autodesk Maya…