a while back a made this big ass post in a gumroad thread, pretty much lays out a baisc but totally doable marketing strategy. ill paste it here. Preface: this turned out to be a much bigger post than I expected :P I won't go too much into it but I am using similar techniques in internet marketing in other niches (non game…
ahahahah... oh man, if there's ANY game series that you can bank on getting the licensing rights to just about any music this side of the Beatles catalogue (and I wouldn't even put that out of range), it's GTA. ditto for big-name voice talent. people realize how big games are these days, and they don't get much bigger than…
Hi My name is Sean I am extremely new to udk , while I know very little about udk I know a great deal about modeling and level design. My experience comes from making custom maps for halo 2 vista. Although an old engine it is capable of making some pretty nice stuff and I learned a great deal about tags and shaders and…
Introduction Hello everyone! We are a group of 14 students from Barcelona, studying
3D Design & Art for Videogames in FX Animation. We would like to share our
new and last project. It’s called “Robots, Death & Venice”. We will keep
you updated with the progress. We started the project around 15 April and we
will finish it…
Hi everybody! My name is Adolf Navarro and I decided to develop a classic ancient Greek warrior for this Reallusion contest. I’m not going to be too strict in the historical facts. So, I’ll try to create a nice and impressive look, half way from what we know about the Greek combat suits and weapons, in order to achieve a…
Per, Yes making one or two low poly versions is pretty trivial, but if you have 140 characters in a game at a day each and need them at 10k tris 2.5k tris 1ktris and 500k tris to cover the two xbox and 3 PS consoles and the pc then you are still looking at nearly 2 years work, so it isn't totally trivial. I have seen one…
Macbeth Chart is good for referencing colors and or balancing photos. Macbeth Chart "Remember Me" has a great overview of PBR a lot can be gleamed from this. PBR workflow for Remember Me Here is a shot of the passes. The guys that made Remember Me admit that too much micro detailing was added to the Albedo it was a…
Hope the below helps out. Saw this on Facebook. The fact that PBR is so confusing to so many people I may have to complete my doc I was doing about PBR and texture process below is a copy pasted segment with some more added info. Honestly PBR is not that hard of a concept and seems like everyone is just throwing in a lot…
Also, jsut found this about next release: ''This is a proposal for work focus on blender.org for the coming year. I’ve written this because we keep missing bigger development targets – we don’t have enough time for larger projects. Instead too much time goes to releases, bug fixing, reviews, maintenance and support topics.…
[Warning, I get all soapboxy. Feel free to skip as much as you need to] I also haven't read the rest of this thread other than the quote below, so this might of been covered already... in that case feel free to skip it... heh. Sure 1 out of 10,000 people can balance it all and get it all done with zero regrets, my advice…