Hi guys and girls (are there any girls here?), I just registered and I wanted to say hi first before I start chiming in with my crits and such. I am a female artist trying to get my start in game development. You can check out my site here if you'd like. www.melissa-preston.com (looks best on 1280*1024) I have been a Maya…
Most of the games I worked on used photos as a starting point. Those photos would be cut up or painted over to create the textures. Companies would also buy CD libraries of pre-made photo textures and multiple companies would use them. One popular CD library was photos of buildings in Vancouver so there were a bunch of…
Alright, based on the mail you sent me, I'm thinking you're interested in DS development. When working out the specs for a character for a DS game you'll need to consider the same factors as any other game - how big it'll be on screen, how many other objects are likely to be on screen etc. This is coevered in the "How many…
No way you should never use anything bigger than a 128, because people who cant put a lot of detail into a 128 clearly dont have any tallent whatsoever.
Hm. I'm not sure how I'd feel about taking an asset from start to finish as fast as possible. It kind of gives you the result you have now- you're not happy, most other people won't be happy. I guess it's practice, but I like how game-artist.net did it, in stages. You could do speed modeling…