Well in the end it's just a matter of preference. There is indeed more on the subject of character animation available for maya, but Max' bone system really allows much of the same stuff and in the end the difference between a good and a bad animator doesn't have anything to do with the package. I find Maya's bone and…
Oh of course, I'd make sure to reduce the value range in relation to distance and focus accordingly. But thanks for reminding, especially in regards of the near car wreck! And good point as well. Personally more drawn towards it spooling from the vehicle, to reduce bulk and weight on the robot itself.
With cheaper texture painting software ($20 a month towards full purchase of Substance Painter, Krita for free, and Clip Paint Studio being on sale at times for around $80.) That portion of the game artist pipeline has been more manageable pricewise. Blender is getting better as a free option for a 3d modeling/animation…
Greetings! Kosei3D is a game art production team built around the idea of structure and individuality.
We combine structured production workflows with a flexible artistic approach, adapting to different visual styles and project needs. Our focus is on delivering production-ready assets - from characters to environments and…
Hi guys, I run http://www.ludust.com which is a find a team/project website. We have quite a lot of projects on at that moment that require various types of artists. If you are at all interested please apply or give the project admin a message to find out more about the role. Thanks.
I just picked up torchlight, and I'll probably pay $25 for the humble indie bundle next pay check. I'll get trine once I've played the other games :P I was going to get AC2 for the PC, but the DRM and $60 bucks is a bit much. I'd rather pay $60 for a ton of great indy games.
Hello everyone! I’ve been searching for answers to my questions for the past two weeks, but I still haven’t been able to find a solution. I built my PCG setup based on the official Unreal Engine 5.7 documentation and several YouTube tutorials. However, the solutions shown in those tutorials don’t seem to work in my case.…
Puzzle meets old school beat 'em up? Sounds like the indie game i was working on not too long ago! Just make sure your core combat and puzzle gameplay bleed together to become the sum of their parts. You don't want a "slow" action game, or a "punishing" puzzle game. As for how us indie guys are doing, I'm still "surviving"…
Nice work and sketching hard surface stuff I find quite difficult at best so just wondering if you'd had training of some kind or maybe self taught? Edit: BTW love that Nagant M1895 cosplay prop on your artstation because at first thought it was a 3D asset I was looking at:+1:
"Does it matter if I draw digitally or it's better with pencil and paper?" IMHO you'll progress about 10x faster with paper, as digital is nowehere near as accurate and responsive. And you can always have a tiny dollar store sketchbook/notebook on you, as opposed to having to carry an absurdly expensive and fragile digital…