http://youtu.be/IziIY674NAw Hey everyone! Just pumped this out last night, a little something for any environment or prop junkies out there to enjoy over the weekend ;) Using trim textures to quickly create efficient modular kits is absolutely the backbone of most environment work, and even a lot of prop/asset creation,…
Hi, I'm Will. I have a Computer Science degree with a gamedev focus, I've been working on an online/co-op topdown arena game where players basically fight each other until they're the last survivor. Like a Battle Royale! I've implemented most of the core systems for the prototype that I plan on releasing to Greenlight and…
Level Designer Responsibilities: - Preparing sketches and maps for new locations (2d & 3d). - Building locations in the editor with existing meshes, tools and the help of environment artists. - Preparing parts of location for particular events. - Working very closely with the cinematics and quest implementation teams. -…
UPDATE: High Poly complete! Check this post for more images and a turnaround: http://polycount.com/discussion/comment/2628215/#Comment_2628215 OP: Hey all! I'm currently working on a small scene/prop for a large project I'm building towards. I'll get into too many details below, but first my latest renders: No details are…
<font color="red">Project name</font> Lightbringers of Dunharrow This is the original name for the project. It serves as a guide to the final destination as well as reminding us of its origins. The game will re-create the feeling of old top down action games such Crimson Land, Get Medieval and other games of similar style.…
Hello all~ I've been working with m1ND for a little over a year now, while he's been going to school to learn 3d. As a working model texture artist, as well as a fine artist, I've been mentoring him through both his soft skills and his technical skills. First off, a big thanks to all the constructive criticism from…
it's very specific to each project but maybe there is a few universal principles worth following... IME, I find it best to do as little custom organization as possible. Instead, try to make use of windows built-in organization tools as much as possible. Reason is because the more nested directories you got - it just…
I have one external script for detaching faces, it auto clear history so I don't have to do it manually. Oh I complained about construction history in Maya since day one I started working on it ;) And pie menus are my thing. I always call marking menus pie menus because it sounds better for me, it is just better name. So I…
My name is Marcin Dąbrowski, I'm from Kraków, Poland. I would like to make a proposal to remote cooperation as 3D Animatior / Rigger. You can find more about my experience on LinkedIn profile. e-mail: mayamak1986@gmail.com PORTFOLIO: >>> Cartoon Demoreel >>> Creature Demoreel >>> Realistic Casual Dog - asset store pack…
Personally I don't think this is something that needs to be decided on ahead of time. In short, visual quality should be balanced with performance in engine, and ideal resolution can be adjusted as the game grows. Author textures at as high a resolution as possible without creating undue burden (file size too big, too much…