'Tiberium Crystal War' is an FPS multiplayer shooter that is being developed on UDK and is slated to begin production in January of 2012. Our team is currently hiring various artist to develop our first indie game title based on the Tiberium C&C series. Positions w/Available spots 2 - Flash Designers - Experience in…
i'd expect to be able to make 10+ assets from start to finish (in game with textures) in a day at a quality like that would be my speed target. i just use typical box modeling techniques, unwrap and texture. Not sure if using normal maps is going to make a big visual difference for a lot of those things. If you are able to…
Taking a break from my "Home Tree" project I discovered the Hard Ops blender plugin and then through that I found the Blending Away the Pain tutorial by MasterXeon1001 on Gumroad. All I can say is I have learned so much in the last two months and its been a crazy exhilarating ride. I can not emphasis enough how useful it…
WHO WE ARE Hello! I'm David Forbes, the owner of Qbots LLC, a small gaming studio with twelve team members working on a game called Qbots. The game is designed to engage players in multiple ways and has a detailed history and backstory that informs the world and the game play (robots fighting other robots and building…
Should have stated in my post that the stickers are not done yet as they are really out of place at the moment. I need to add some grime and scratch/peel them abit. Nice idea about the details on the inner lid as it is really plain at the moment. Had someone else comment about my lighting on Game-Artist aswell so really…
Good stuff I like all the movement movement/rhythm of the body and legs but arms are as stiff as they can be would you do me a favor and fix them Also please get a skull , head is not a brick its round , check your own forehead if you dont believe me
As someone who was heavily into the bhop and surf community one thing a lot of games forget about is movement. Specifically freedom of movement. I really detest AAA games that provide a "roller coaster" experience. Invisible walls, time-consuming animation locked sequences, just clunky controls in general.
yeah that should be quite easy. just animate the offsert&scale value of the texture. ( maybe unity fbx import even supports that on a material level? ) if you want to do it in code - this should get you started: http://docs.unity3d.com/Documentation/ScriptReference/Material.SetTextureOffset.html…
Thanks for that! The most problematic matcaps have been attached. I have found that framing a subtool with the matcap several times causes a crash; multiple movements (zoom, rotate mostly). My only solution has been to have a ZBrush inclusive matcap on the subtools, do my posing/positioning (not much posing with skulls)…
Is this the exported document, or just the specific pass ? If it's the latter, then the edges are not going to be anti aliased. This is so you can use the mask pass and composit it onto a custom background with smooth edges. If you didn't want to use passes then you'll have to just set the document bg to white and render /…