The Art of CHIVALRY Team Chivalry - We are a global team that has decided to pursue a independent commercial release for our new game project, "CHIVALRY: Battle for Agatha" utilizing the UDK engine. We are the team formerly behind the HL2 MOD project "Age of Chivalry" that was released via Steamworks in 2008. We have…
MechWarrior: Living Legends has returned, this time with a new community-based development team looking for some artists! Originally founded in 2008, the award-winning mod is now a standalone game, still featuring its remarkable combined-arms gameplay set in the BattleTech universe. In order to keep this gameplay style…
I've been lurking for awhile, looking at all the pretty things everyone makes. It's been quite daunting to post anything. I figure that since I have time to work on stuff myself, it's time I start posting the stuff I'm working on. Except it's all crap. My goal with this thread is to get better. Generally speaking, I like…
Hey, all! I'm remaking an old plague doctor mask that I made a year or so ago. I'm remaking it because I felt it had great potential, but it was ultimately let down by my (at the time) poor modelling, baking and texturing skills. Hopefully it will turn out a lot better this time. Here's the old lowpoly model: Here's some…
Guys i tried to figure out where to settle this topic,i read the forum but i came to conclusion its here.If i wrong direct me plz. I came here to ask for help,our project Warcraft 3 Rebirth (modification of warcraft 3,in high definition manner) need an artist that is skilled in some image manipulation…
A lot of MEL commands will automatically identify your selection as the target for the procedure so you can take out the specific reference to your object (pCube1.f[0]). Here are a couple shelf buttons I already had on hand for your convenience: ConvertSelectionToFaces; polyProjection -ch 0 -type Planar -ibd on -kir -md x;…
Hey, don't lose hope, keep on truckin! Here's some ideas; 1) Take out the Pilgrimage Pavilion. It's not up to professional quality. You need to learn how to make colours work together, how to lead the viewers eyes, scene composition. Right now the prop placement is a bit of a mess and I really have no idea where to look.…
1) What you need is honesty and you get that online and also from lecturers. Lecturers are easy to get hold of (no, don't email them, literally show them your work face to face) hence you get an immediate feedback. And online, it takes a long time for people to see but when they do see it, they give quite good feedback on…
applying to studios handles the same criteria really as applying to any job. Sometimes you have to hand out 1000 resumes/applications, to get 2 call backs. Job hunting will always be frustrating. But if you love what you do, keep practicing! constantly check studio websites and apply apply apply. if you don't hear…
Hard-surface; Model high poly. Duplicate, subdivide or freeze, pull out loops and touch up mesh to get low poly. Unwrap low. Export both to FBX (you'll have to Geometry > Freeze high poly mesh first).* Bake in xNormal (synced to engine).* Import FBX to game engine.* *If it's a tiling texture, I'll just bake straight up in…