Howdy! I’m Aram, a 3D Technical Artist with over 4 years of experience transforming ideas into fully realized 3D experiences. I specialize in creating stylized characters, animating short films, and developing AR/VR applications. Whether you need help bringing your concept art to life or optimizing assets for Unity, I’ve…
i recently bought a new laptop, mainly for working, and went with 32 gb ram, going from 4 gb in my old one. the difference have been quite underwelming though. sure i can obouisly play games that i coulnt before, but working hasnt feelt that much different. mainly photoshop is almost the same. my workflow when texturing is…
Hi, everyone.I've been working in the game industry since 2012. But most of my career was in mobile games. That's not why I started learning 3D and came to game development. I plan to stop making mobile games and move to another country for some single player AAA project in the future. I am not really interested in…
What game are they from? Can you show the wireframes? It really helps to show a "backface culled" wireframe, which only shows the front side. Easier to interpret the mesh flow when you're not seeing the rear wires too. Most game developers use a custom mesh layout, and it's usually different in each game. There's often a…
[ QUOTE ] Yeah what MoP said about the textures, but if you really want to push it further, try doing the same to the model them selves. Create rounder edges, thicker/bolder shapes(like say with the frame work on windows/houses, uneveness in the dock planks... basically avoid straight lines, perfect example is in the dock…
So, I went to a game school named Full Sail and while some people are quick to slam it as well as other schools I did learn quite a bit while there. When I went there I really didn't know any terminology or design when it came to making the polys. This is where the school really came through and taught me the basics.…
Team name: Gone Away Team Project name: Gone Away Brief description: The game Gone Away will serve as the prequel to a game I am thinking of developing. It will also serve as a sort of test, to see what the team is capable of and if I am fit to lead a project. I have no experience in game developing except for small flash…
allowing the modeler to import his model into the game engine will remove what will very likely become a bottleneck, even with a tech artist in place. creating a barebone document that helps guide your artists through the process will help them name, place, and set-up assets in such a way that mitigates problems. some…
Hello everyone. Few days ago, I opened this thread https://polycount.com/discussion/comment/2734111#Comment_2734111 concerning the basic pipeline to follow when you want to make a game asset. I've received the answers I needed to start a project and try to follow the "checklist" of the 3D Game Artist. BUT of course I'm a…
Project name: Carnage ! Brief description: Carnage ! is a 2D, top down view arcade shooter in the style of Smash TV and Geometry wars. In a small squared area, the player is confronted to many different enemies and has to survive for a set amount of time before completing the level. While each level is played in the same…