I'm not a featured artist in the Recaps or an artist that has been in a project art dump, but I'm in the industry (to one degree or another) and I want to share my experiences. I've worked contracts at Sony Bend and WB Games Turbine, and freelance for Human Head and a host of small iOS and non game studios. I'm just going…
Thanks for all the comments guys :D I'm happy to see so many positive replies, considering that it's not entirely finished yet ;) Seaseme: Thanks mate! percydaman: Thanks. I was planning to work on the sand material and add some panning to it, to fake the wind movement. Unfortunately, I wasn't able to finish it on time. I…
@stromberg Thanks for the advice! I'm going to take a little break in texturing (I'm getting frustrated in fact) Since I'm planning to deviate from the reference, I did a little research about the things that I can put in the scene and also why I put it in there. Thermometer thingy: I've research a little about radiators…
that's noble but dumb. Marketing -> more users -> more revenue -> more for dev, support . More users -> more hype, more game specific tutorials and more specific use cases, more Houdini knowledge sharing within the games industry. Marketing isn't just a tool to shove annoying ads in your face and make a grab for the…
@Vassago: Not really they are different although related somewhat. Linear: Has 2 modes unlike the align buttons. The first mode just aligns the verts from their first vert to their last one (flow start and end). The 2nd mode aligns the same but within a 90 degree angle snap so either just U or V axis. So it is actually a…
I've been trying to model very low polygon figures that can work in Poser (Stop moaning.), or be exported to a game engine. >5000 Polygons. The trouble is I've used to working mostly in quads and avoiding Tri's like the plauge, but game engines seem to require only tri's. A 2000 polygon figure istantly becomes 4000 Tri's…
Level03D - Pylon Shape changed, Orokin inspired. The last shape was sorta killing my vibes so I decided to make another blockout shape. Below is the new Pylon shape with the old ones on the right side in Maya. I found myself struggling with the last pylon shape and decided to replace it in UE4, below is the shape on its…
Did my last bit of refinement and detailing on the Dire Tower, which to me is looking good now: Added a floor-base: And put the characters into the scene to get a sense of relative scale and initial placement prior to posing them, which will be the next step: Here they are in different materials too: And probably my…
Okay finally back to my work station. I was so anxious to show my model before I left for business that I didn't cover all my bases. I just sort of assumed everyone would just sort of "get it", but communication is important. And "lol punch shotgun" is not enough communication, and running between connecting flights is not…
I just recently finished this project. model This is a 3D creation of Darwin (5* version) from Madhead’s game Tower of Saviors.
Fully rigged and skinned. I left out some secondary accessories from the illustration since I just want to focus on the character style in this practice. This is a test I gave to myself trying to…