Hello everybody! I don't have any experience in creating skins, but, for heaven's sake, I love CoH2, there's plenty of tutorials available and I'm starting a course in Game Designing this year so I may give it a chance! Anyway, enough with introductions, what I want to create is metal twisted vehicles, with spikes…
Hi everyone! So I mostly do stylized art but I'm a big fan of Star Wars and want to make a large scene. I want to make it a more realistic art style and check out if I can manage that. So as a test I made a gun from Star Wars... The DC-15S. The blaster is used by clone troopers in the republic era. I want to use this in…
I've been working on this image for a while now and I've run into some artifacts. I'm making this thread so that I can get some help from more experienced people that have already run into these problems. This is what I have so far, working entirely with Blender3D's compositor (2.78a). My main problem is BANDING!! It's…
Thanks Eric. At this point I gotta say it's not hard per-se it's just super precise and there's no real half arsing because it looks dumb and inaccurate otherwise. Super fun challenge however. But yeah the payoff so far is huge. You learn so much because you actively research the parts and then recreate them. That's…
'Tiberium Crystal War' is an FPS multiplayer shooter that is being developed on UDK and is slated to begin production in January of 2012. Our team is currently hiring various artist to develop our first indie game title based on the Tiberium C&C series. Positions w/Available spots 2 - Flash Designers - Experience in…
I wanted to create a convincing safety reflector material for a future project. I spent a weekend toying around with it in the latest version of Unreal. Here is a description of how retroreflectors work: https://sky-lights.org/2020/08/10/qa-how-bicycle-reflectors-work/ These reflectors are cast in transparent plastic with…
Hello all. After some months of hard work, we have Alpha Wars on the App Store :poly142: The game is made with Unity 3D. The highest poly model is about 350 triangles, and most of the models are about 200 vertex so they can be batched and use less drawcalls. The hardest thing was cutting down visuals to something that old…
So - since I lost the login for my old account, and the model is now for UT III and not UT2004, I thought it'd be less confusing to start a new thread. I also get to consolidate progress so far into a single post to make it look a little more cohesive. 1. I really, REALLY loved the style/detail of the original unreal…
I wanted to finish the old project but I decided it was best that I start over. Here's the last screenshot of the previous attempt. And here's the new screenshot. A year ago I started a job in the construction industry as a Building Information Modeler (or BIM guy, or Revit jocky, whatever you want to call it - I use Revit…