Even with good video tutorials you still run into having to sit through most of it to find info. They aren't easily searchable like a text document is. Maybe someone will create a system that transcribes text and makes the videos searchable but that doesn't exists... that I know of. It's easier to make a bad video tutorial…
I think that your latest rewrite touches on a very important bit: knowledge. As the game progresses, the player should get more and more hints as to how to solve the game. A way to 'autobalance' the puzzle difficulty, if you will. You should probably try to make it as enticing as possible to solve the game as quickly as…
thanx for feedback,sorry i have not replied sooner(had flu) I have attached examples of shoulder i am working on it is very much a wip but i am having major difficulties. Everytime i settle down to sort this problem i end up giving myself major headache.And it is not just this example all my previous works i encountered…
Hello guys. This is a mainly optimization-related question; How should I unwrap wheels (or cylinders in general)? Should I stack textures to use the least space possible, or unwrap and stack greater islands to avoid UV splits and achieve a bit more variety? I saw examples of both methods, and I am not sure how UV splits…
You listed some pretty massive examples. IMHO I can't speak for certain, but I think most of the games industry is still on hand painted textures. BTW in your example you forgot to mention Wii, which is still the best selling console by a pretty significant margin, and Facebook. Diablo 3 is also the best selling PC game…
That would be cool if you could take a look at it, maybe post an example. I'm trying to learn all this but I have several other things going on the project right now and havn't had time to really dive into it yet. Some examples would expedite that process greatly :) EDIT: OH!, I didn't see your edit at first, the image…
Ive seen some amazing examples of people sculpting out in zbrush, retopologizing in another program for for sub-d. I think the main advantage is being able to try out new forms quickly with sculpting, before comitting the time with modeling them good example here http://www.polycount.com/forum/showthread.php?t=65018 Also,…
In game art, it's more important to deliver information clearly than to just make a pretty picture. Game art has a huge impact on gameplay, for example: how you light a corner in a racing game will affect the player's reaction time and thus have an effect on how often they crash. Some more common examples are path lighting…
Modulation blending can help you add contrast, basically using a heightmap to blend textures together. http://wiki.polycount.com/wiki/MultiTexture I have some examples over here from when I was developing in Unity. https://polycount.com/discussion/160691/sketchbook-eric-chadwick/p1 You can also get really fancy with this…
Hey guys! First post on polycount! I Wanted to share this piece, I hope you like it! Introduction I love games like Dead Island or Requisition VR. For this portfolio piece I wanted to get inspired by the crafty, impossible yet believable weapon designs of these games. What better than C4 attached to something like a…