I've had a lot of headaches modeling body panels onto army vehicles (airplanes and tanks). I've tried to model it, and I know that approach is encouraged by a lot of people, but I've found the hassle to be MUCH more than it's worth. What I like to do is:* Reproject the reference textures back onto the model from side, top,…
Hey all, I’ve been noticing more games featuring real-world religions, ethnic communities, and cultural settings. I’m curious how Western players perceive this trend. Games like Assassin’s Creed and God of War explore mythology or historical cultures and tend to get a lot of attention in the West. Japanese mythology games…
One glance was all I needed. Stray strands of obsidian hair clung to her face in the humid air that only an Ionian summer could produce. Flawless sapphires encased in pristine pearls glistened in the torchlight as she watched the performance unfold. A figure of ravishing beauty to even the most particular of connoisseurs,…
Greeting and salutations hard working people of polycount! We've been a bit busier with work stuff, but after some time are coming with a larger update. Things we got our hands dirty on: - Finished off the market - Electronicy-Electricly-Hard-Surfacy props for the floors and rooftops - Some simple animations for the roof…
If you're not generating from a highpoly source, your uvs are much, much less important. You're always going to get visible seams/aliasing when you don't have a high res source but do have hard edges, so you don't have to set up your uvs in any fancy way to avoid them. Set up your smoothing so that it looks good, that's…
maybe the area where the screw it located on the handle could be optimized better for low poly, let the normal map take care of the screw and really all you need to focus on is the little cut out of the screw on the handle part (hope that makes sense) considering in game the players hand would cover this area anyways or it…
Hello ! It all comes down to self control and not having stuff handed to you on a plate , i know lots of people that say they want to be 3d Game artists , but 90% of them just like the idea of saying that and not actually working for it. Gaming and making art for games is different, im sure lots of people will disagree…
Slosh I think that the problem is skill acquisition is incredibly difficult to quantify, particularly on a macro population scale, but even on an anecdotal scale it is almost impossible to say how and why people acquire skills and excel at things. At the same time, one thing everyone agrees on is that hard work is…
At the moment I've been looking into the Shiva engine and DXStudio, it depends if you're willing willing to program lots or have a game running quickly. I have C4 and Torque licenses. C4 is a very good engine, but as an artist, hard to see through all of the extra programming you'd have to do to create a FULL game. The…
I am in a similar situation as you BlackulaDZ. I didn't have the cash to go to a premier animation school like Full Sail, or [insert big name school here], so I went to a small school in which the animation program was only a few years old. I had to make the best of my education and work hard. I stood out, top of my class…