We are a team of 12 video game developers (ex-Riot Games, Crytek, EA) working on a prototype demo for a single player sci-fi game. This contract is for developing in-game cinematics using Unreal Engine 4 that support key narrative beats that we already have planned out. Must be experienced with UE4 Blueprint scripting, UE4…
Updated: 12/30/15 Hello everyone ~ Winter break is finally here so I can start working on things for myself. I'm a game art student in my senior year, however it's been a rough and slow journey to get the hang of things. I've seen a ton of success stories on this forum and everyone is generally friendly and helpful. Maybe…
Concept: Sages Once there were three guardians of the world
as old as the land itself, or so legend has it. Unable to prevent the breaking
of the world during the conjurer’s war more than a thousand years ago, these
sages disappeared and no one has seen them since. Their existence now dismissed
by most as mere fairy tales.…
[img2=left]http://boards.polycount.net/images/features/infernal.png[/img2]Today Terminal Reality Inc. announced the Infernal Engine, some new technology they're rolling out for the masses. While you need to be a licensee at this point to get your hands on it, the list of features and improved workflow is worth the mention.…
Alright, so I've been studying games like Xenoblade Chronicles X (and recently, Zelda: BotW) in terms of attempting to understand how they might have both designed and actually constructed their open-world land formations in their 3D modeler applications and I have come to the conclusion that I really have absolutely NO…
Hello everybody! Here's the new way of working with your reference images in Photoshop - MagicRefs panel! Hope you'll like it! Based on feedback and requests from concept artists all over the world I collected during past years. As always uses my MagicPicker's framework so it supports pre-subscription Photoshops CS5/CS6 as…
Sorry to clutter up your thread with this, maybe we should move this discussion to another thread? http://www.wunderboy.org/blog/175 I use the 3dsMax smd exporter, it works in 3dsMax 2k8 just fine, the importer does not. Milkshape3D's smd decompiler still works if you want to get models out of Source but it triangulates…
[ame=" https://www.youtube.com/watch?v=TL32wPtA7EE"]G'day - YouTube[/ame] Here's a little teaser trailer I made in SFM. :) So the model is finished for now. I ended up getting help from a programmer buddy on Steam to get her functioning in Source. I tried myself and ended up breaking Maya, SFM, and Steam all together…
@LeoNexus6 Glad you found it useful :) @Sarp Cool that you're joining the challenge. I think each of the press designs has quite the distinct personality, so I'm not sure how successful one can mix parts without creating something new entirely. But hey, if that's the goal you're setting yourself, I'm curious to see what…