Hey guys, Ive written a quick mini-tutorial for pulling cubemap and portrait background content out of the Dota 2 vpk and into Marmoset Toolbag 2. First off, a big thanks to Drew Watts who helped me out with some of the info here. What you will need: 1. GCFScape 2. VTFedit 3. Marmoset Toolbag 2 4. Adobe Photoshop or…
Hi all, We are looking for a talented, up and coming freelance character artist with great skills in zBrush or Mudbox and a suitable 3D modelling package (Maya, Max, etc.) to create character models for an independent game project we are currently developing. While we are an independent team and our project is currently…
Here are the Phase 4 finalists for the Best non-FPS Mod category in its $1 Million Intel Make Something Unreal Contest. All finalists in this category (as well as in the best FPS Mod category) are eligible to enter the Grand Finals. This competition rewards top mods created for Unreal Tournament 3 with cash and hardware…
https://www.MariExtensionPack.org Mari Extension Pack 6 R2 is now
available https://youtu.be/qLbzRqEGQPc?si=kjHzuGYVIzXinokT Mari Extension Pack 6 R2 is now
available as a free upgrade to Extension Pack 6 Users. Just as 6R1, this version supports Mari
6 and Mari 7. Full Release…
Hey people, with some help from the ZBrushCentral community (in particular Mark "TVeyes" that helped me with the most difficult code parts) I managed to perfect the code. In the previous version the WrapMode was not changed for the hardcoded Smooth and Masking brushes: in with this new version the Smooth and Masking…
That sounds like a Maya settings issue: there must be some options for the resolution and profile / thickness of a curve inside Maya that dictate what the output to geometry looks like. If you set these values right - assuming you have access to them - then it should replicate the exact curvature/volume of the curve as it…
"I feel there's not alot of resources about that . Since pros do it very diffrent from what I've seen then the ones you see on tutorials and stuff. One great resource is simply to study actual models from commercial projects. You can look up games that have Steam Workshop integration for cosmetic items (Dota2, TF2,…
The Indigenous team has spent quite a bit of time planning and reflecting on how our game could be fun and enjoyable to play. We've gone through a few test phases and numerous planning revisions and are confident we've finally found our sweet spot. Now all we need to do is execute on our plans! That's the easy part,…
Hey folks! I get asked a lot about the "business" side of being a game artist, so I thought I would start condensing my brain dumps into short articles. Awhile ago I did a quick blurb in a Discord group about negotiating signon bonuses during interviews. I wanted to take it a step further and make it available to more…