Hey folks 👋 I wanted to share a new project I’m working on: a creepy old house environment for my indie horror card game Desecrated Deck (Steam link below if you’re curious 👀). I’ve been doing hard-surface modeling for many years (props, hardsurface, clean shapes — that kinda stuff). BUT… I’ve actually never fully finished…
Its just a remake of the old Dota. Though I must say the developers really put their hard work in it. They re-created the interface, characters, and few of the new things. I havent played Dota in a long time but I can tell you this, if you have played it, and have been playing League of legends, you will get hooked on this…
I have a few questions that have been bugging me for a while. As I progress to being or trying to become a "Game Artist". I have been making levels for a couple years now and thats all good and fine. I understand the process and the methods behind it. But as I get into the texturing side I have a few things I can't quite…
TBH I think alot of mod groups have their heads stuck firmly up their asses. Folks get so caught up in being a professional company they they cant see the wood for the trees. Mods are about doing something you enjoy, learning and getting better. If your not getting all of the above your just free labour.
If a tree falls in the woods... I think its fine to have a private portfolio that you protect, I would never look down on someone who protects parts of their portfolio as long as it isn't a pain in the ass to get into. I also think its a good idea to maintain a public portfolio with whatever you are free to post.
@beccatherose Thx. :> @lotet True, took me a bit to realize it myself. So I freezed the project until now to improve in many areas(not only specifc to this topic). But now I will continue on this project in my free time. I reworked all faces: Now I think the faces are much better and more consistent. :> Cheers!
Thanks guys.Is it acceptable for one to use grass meshes animated in Maya.I have been watching vids of Watch dogs and I am wondering how they got grasses over huge terrains and they don't take so to load in the game. I think I will stick with speed tree grasses.Its gonna be painstaking but I will move it all around the…
@iam717 So if I got this correctly, you essentially want a form of post processing for baked textures? If that's the case, I'm curious to know for what bake types and exact benefit? Would channel packing and compression(i.e. Normal xyz to Normal zy) also be something of a value to you? Not to stray too much off topic but…
hey thanks guys. yeah the urban parking lot and the construction site were the first environments I ever made for a game. It was for a soccer game on a pretty tight budget, so when they said to stop working on it that was it. the tree and mushroom are for the game outpost kaloki (download the free demo at www.ninjabee.com…
What is best practice for getting good real time rendering of tree canopies in game? Should I soften all edges in Maya before exporting or keep the Alpha Planes all hard edges? Most of these planes are 4 - 6 poly So I get a bit of bend on the branches. What's common practice? Thanks a lot!