“How much will this 3D art cost?” That question always coming up from clients, producers, and even internally on our own projects. So we built an internal calculator to estimate production time and cost for different asset types and quality levels. We originally made it for ourselves only, but figured that other indie…
Starting with basics before moving into more complex scenes definetly helps. If you can't deal with 2 of them then trying more will just add to the stress! But building up gradually lets you focus on what matters. Earlier in the year I had to make a bunch of enviornment art and I didn't really know how to texture or even…
Busting our butts as usual, we’re only a few weeks away from releasing the alpha build of the demo! When those are out, we would LOVE to hear your feedback on anything and everything (the good, the bad, and the bugs) so we can make sure the demo is as awesome as possible before it goes public. If you’d like to be part of…
Love how clearly you’ve framed the goals upfront - you’re already thinking in terms of pipeline and not just “pretty shot”, which is perfect for a big atrium like this. From a level / environment artist who spends a lot of time on modular kits: at this stage I’d pick 2-3 “test shots” from player height (ground + one higher…
Welcome one and all to the 95th edition of the Bi-Monthly Environment Art Challenge for the months of March and April! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Hi guys, We're sharing a demo video
of our Post Nuclear Warzone City, a set of game-ready assets built for quick
use and easy customization. We had a lot of fun putting this one together,
especially making sure it runs smoothly in-game without heavy tweaks. https://www.youtube.com/watch?v=0IWiRPwejwI Here's some…
Been working in somewhat of a vacum for a while now, and would just like to ask and get some feedback on some pieces I've worked on recently, for context I'm trying to get a job into games as a 3D prop Designer, so I've been working mostly on realistic pieces and I think having some new eyes on my work might be able to…
I'd back the suggestions to either start with zspheres at a low subdivision level, or to mash a few basic spheres and cylinders together to create the shapes that will later be dynameshed once they are all built and in place. The character is so simple in detail and smooth in shapes that 90% of the work will probably be in…
[ QUOTE ] They have a new post: "Busted. Nailed. Snagged. As many of you have figured out (maybe our speech was a little too funky fresh???), Peter isn't a real hip-hop maven and this site was actually developed by Sony. Guess we were trying to be just a little too clever. From this point forward, we will just stick to…