i've been 3d modeling for a while now and there are a few things (some new some old) that i still have yet to fully understand when dealing with photorealistic models. (bear with me i believe these questions largely deal with shaders, but since i know very little about shaders [beyond that you should use them] you can…
<u>Brief description:</u> About the team Assyria has been in development since around may 2006. We have a talanted and dedicated team and are determined to get the game completed. We have been contacted by lexicon entertainment (a european publisher) who have shown interest in the game. Although it is primarily a hobbiest…
Hi Mehdi, looking good! :) For the retopo, you should first decide the polygon budget your aiming to. This depends on what you want to practice on. So for example a big console game can go as high as 300k per "hero" character (with hair cards and high definition faces) while a mobile/esport will be much more conservative…
I'm still trying to figure out what I need to do to get my internship up there. Here's a document I found online about the process: WORK PERMIT AND HRSDC CONFIRMATION REQUIRED: Work (remunerated or not) in situations that do not fulfil the conditions above. Any activity which might be considered competitive within…
Hey Sampson: In game development, ideas are worth a dime a dozen. They don't hold any true value until something is playable or assets have been created. For your pitch, I think what could strengthen what DarkUnicycle and you are making is some sort of "X statement" describing your game. For example, "X Game is a horror…
Yes, I would not use any text, fades, or any color grading or enhancements on the video. I would just do a 10-second maximum video just to bring it to life. Have it auto-play on social media or portfolio site and loop as well so the employer doesn't even have to click on anything to watch and can just scroll away when…
@JordanDaushvili To add to what Eric has already mentioned, some other things to consider when deciding where to place UV seams are: hard edges, player viewing angle and existing seams / splits on the object. There's a great thread that covers hard edges and UV seams:…
As long as ports/emulation exists, games will always be visible for the future and beyond. Especially as it benefits these same companies to keep their IP's relevant for future audiences. The gist I was getting was as long as a game is good or executes a concept really well, doesn't mean it has to be forgotten by newer…
In defense of the extend tool: It projects from your camera onto the surface whereas the other conform brushes project based off the normal of the LP model, I've found in many situations its more precise to use extend to just put the vert where you want it with one click, rather than with a larger brush, that could cause…