So I am a bit stuck between an approach to my scene I am working on, I am planning on dropping my assets into UDK but I can't seem to figure out which would be better for the engine, real plant geo or alphas. I know alphas have been game standard for quite some time but I have been told that sometimes alphas take up more…
Hey Guys!, Been working on this custom gun for UDK, planning on Going the whole 9 on this, getting it animated and Scripted. Just started Zbrushing it thought i'd Get some feedback.
I know e3 is this week and everyone is excited. However, this also might make a good opportunity to discuss such since these events get so much of the industry together. Speculators betting on movie success http://news.bbc.co.uk/2/hi/business/10317873.stm Now I can't help given our global income exceeding the movie…
I’m working on a 3D pet battler game where players hatch eggs, collect powerful pets, and use them to defeat monsters across different planets! 🐉⚔️ Our ultimate goal? Rescue a captured best friend from the strongest monster in the game! What We Need 💠 Digital Artists – To create pet designs, monsters, environments, and UI…
Wow, you guys sure are stuck in your ways arent you? Me personaly i LOVE modeling high poly, its much more fun not having crappy little limitations that do nothing but hold back the overall quality of your work(Low res textures, low polygons) I know some people will try to tell me you can still do awesome models with a…
Well her skill and personal sense of responsibility aside, the point is the last part of your argument. She shouldn't have been getting A's at all. She realizes it (when that came to be is up for debate), but the school didn't. And that was there job. To slap her down if she's making crap, and then guide her in the right…
Ive tryed exporting w/ and without GOZ, its all welden with no holes, and the result is the same, when I try and export into zbrush I get awkward extra geo between her legs. Cant have that extra geo...Im stumped again. Any help is greatly apreciated!
Hi i was wondering if anybody knew of a good reference for triangle limits of current gen assets. I'm working on a weapon in the mindset that it is for a current gen first person combat thingy and i was wondering how much i should limit myself in terms of triangles etc.. Also i know about the differences in triangle counts…
If you go poking around in a next-gen computer game and take a look at the art assets carefully, either in-game (no-clipping to get really close is a good idea, or using sniper rifle zooms, etc :-), or in the editor, is a good idea to get a good idea of polycounts.
Hi! I run a small indie studio working on our first game, and we’re looking to hire an experienced 3D environment artist for a paid consultation. We’re currently stuck on defining an environment art style + production pipeline that’s eye-catching, but feasible for a small team. Our target vibe is similar to Spark Ignites…