Hello, My name is David Tse and I am creating a zombie survival fps that is set in a procedurally generated open world. I graduated from high school last year(may 2012) and made it a few months in college before I decided to drop out and create a new game company called Subsurface Games. Survive is a true open world zombie…
Hi there polycount community. My name is keira dudley and I am a 3D stylised environment artist who
is just about to graduate from university. I'm making this post in hopes of getting my name out there a bit as an artist. As I have spent three years training at university, I have
experience with hard surface and soft…
I recently
upgraded from ver.2.0ish to the newest ver. 2.3.1 With the
new version I can’t start 3Do2 anymore. It always crashes with an error message
and asks if I want to debug. I’ve done
some research and have run the suite and PS as admin – didn’t work. Also in the
FAQ there is a 3Do bug mentioned that sounds similar.…
Hi! I'm working on a cartoon-ish game at the moment and we are using vertex color only to paint our objects. Most of the time, I'm colouring per face in 3d studio, so I can get hard edges in the colouration. It works pretty fine in max, but when it comes to export it as a fbx (or any other format), the face color…
Get you 24 SSDs and follow the manual...or watch this first. Pretty nuts. [ame] http://www.youtube.com/watch?v=96dWOEa4Djs&feature=player_embedded[/ame]
Heya everyone, was wondering were is a good place to see in game assets in action, meaning right now i am modeling a floor panel an was wondering for something that would be repeated over several parts of a map what would be a good way to judge how much topo and UV map size too one tile. Currently the floor i have sits at…
My name is Dan, and I currently lead a an Indie Team, that which we call XF8 Studios(Not registered or anything yet). We're a starting group of people seeking to crawl our way into the game industry(or further our experiences in the game industry) Hello All, Our game is called Cross Fate, it's a fast-paced action-strategy…
Welcome to the churn n' burn. This is how most large studios are these days, and the reason why I've stuck with indie dev. Doesn't matter how fast you work or how good your art is, they'll always keep asking for more until you break at which point they'll find a replacement easily and quickly.
Hi, I am looking for a 2D Artist for my game Stack World. Game description: Stack World is a 2D physics-based stacking game. Place all your blocks and make sure they do not fall off before the timer hits 0. Target audience: Casual/puzzle audience. Price point low. Compensation: Working for portfolio building, exposure,…
it's kind of the reverse of height map to normal..... from a direction you can deduce a plane and all the surrounding pixels will be on that plane ie if a normal points 45 deg to the right the pixel to the left will be above (in height) and the pixel to the right below (in height) and the pixel above and below will be on…