I recently made a fan skin for Yorick. At the time of me making the skin, I was playing a good amount of Yorick and thought a Farmer themed skin would fit so well with Yorick. So thats what I drew. Originally I wasn't sure if I wanted to lean more towards Farmer or Gardener. I decided to go with farmer because I really…
Hello, there. I have noticed that there are already other threads that deal with sorting vertex indices in a specific order. But, these are meant to work from different axes or camera angles. I appear to have a different situation, although similar in this regard. Currently, I have a custom rollout in which I can select…
I am looking for an outstanding GUI artist. The feel is modern / Sci fi. I need someone that will create a more robust GUI. I need more then flat transparent gray boxes. This is not a game but an app. The most important aspect of the whole app is the UI interaction. I have a programmer who will code the UI but need the…
You're right, I should add that we're developing it actively and currently use it at our studio for 2+ years now. While we were building it to improve our pipeline internally, we realized it's this is also problem a handful of other Artists and Studios had so we spun it off into an open source project of its own. The…
I'm writing a bit of an article for an Australian games magazine as part of a series on games development, in this case covering the difficulties of working games based on licensed IP - movies, tv series, cartoons, whathaveyou. For anyone who's ever had the mis/fortune to work on them, licensed games are a genre that have…
I have a question about animation in the game industry. For the most part, I don't see that many pure "Animator" positions open very often. Is it because game companies generally don't have specialized animators? Is this a trend that is changing? What about the difference between game animation and film animation? I…
hello all many apologies and thanks for your patience fresh meat looking for structural help on modeling human anatomy. Im working on a female 3d model and I'm happy with the majority of anatomy and construction, but I would appreciate suggestions on how to deal with the technical construction of hands and feet and how to…
You could try and put a very bright white plane behind the wooden planks that fades out when you get close to it using a pixeldepth material node. Put the colours to 1,1,30 for example to get that cool blue/purple over-exposure. This will not require an overbright sky and is in fact a method used in a lot of games where…
Hi guys ! I am working on a personal game project in Unity, in which I am trying to implement a character customization system. The idea is simple : Use a single rigged base character and use blend shapes to allow the player to customize it's shape, morphology, proportions and so on. Here is an example of something I did…
Another good example of where it makes sense to split textures up is alpha blending. If you have some small component of the asset that needs alpha, you should split that off into another texture set/material if you can. Generally (8-bit alpha, DDS compression), storing alpha doubles the size of the texture, so if only 10%…