Hey all, I was recently thinking about an often under appreciated part of gameart/ development and decided to come here to get some opinions on it. MENUS! What are your favourite game menus, I found it to be a tricky thing to think about because when they are done well you don't notice them all that much. As an aside if…
Hi everybody, not my first time at polycount - have been around for like 4 years. However I haven't done any gameart for ages and so registered again with a new nick. Currently I'm working on a small university project, an UDK adventure, inspired by Hitchcock's "Rope" movie. The whole level will actually only consist of…
after checking other boards like conceptart.org and cgtalk i notice that they have person vs person challenges.. i think this is pretty cool in the sense that most of the time these challeges pin 2 people of similar skill against each other .. the problem i have with the cgchat type comps is that its everyone vs everyone…
I'm an old fashioned person. I like my diffuse, but I still want to try all this out. I've tried making a spec map, a bump and a normal map. None worked. I use all default max 7 options. except for the viewport and the textporter script. My spec map was looking like other peoples spec maps. I wanted to achive a look like…
Ah yes, it is absolutely nothing complex, here's the current setup, i wish i was smart enough to work some magic with it. I saw some people do pseudo-softbodies using distance field gradient, or you could probably make some lava lamp like effect with this. Basically i'm using normalized distance field gradient as a…
the weakness in all the tutorials shown here is 2 fold. 1. The artists are not testing their works repeat pattern over a large area. This can be done easily. Drag a mask around your tiling texture, select DEFINE PATTERN from the IMAGE pulldown menu. Create a new image thats huge ( 10,000 by 10,000). Select the flood fill…
To give the guy at least a little help: You're actually asking for models, rather than skins. A model is the 3d figure of the character, the skin is the 2d texture 'wrapped' around that model to give them their appearance. Your best bet is to look around these forums, pick up some hints and tips here and there on how…
Well, I'm not that sure.... Imagine the distant future like you say, we are at photorealistic level in gameart, can't really distinguish real from cg (visually i'm not talking about animation here which is way more complex), every game asset is based or completely ripped off real world material (digitalized environnment…
Some kind of weekly review which would end up being more critical and specific about the things in the weekly recap would be useful and no doubt insightful. This could either have some of the people present in the recap talking about their pieces (more useful for technical/3d work perhaps) Or just respected people offering…
If I were just starting out with a mediocre folio and can travel abroad, I'd relocate to where the outsourcing studios are or where the satellite studios are of brand name fx houses. You won't believe the low the entry barrier for these places. And since they're busy with big contracts from the game corps you'll ramp up…