Buying them all individually costs nearly twice as much, and the grind to get the XP for them easily constitutes 100+ hours of play (~250000 XP, wtf? - I get around 1000 XP per game...). 3K gold is enough to unlock four weapons - $30 for four weapons isn't amazing value for money. FYI, XP boosts are worthless unless you…
Hey, I teach a Photoshop class for the Game Art and Design program at VanArts. I also graduated from the program 3 years ago. I'll give you the most honest feedback I can (regarding VanArts). It's a one year full time program (30 hours of week of classes). Each term is 3 months and there are 4 terms in the year. Term 1 is…
I recommend doing a whole scene just because I find it tons more enjoyable and you get to show off/practice compositional, color and lighting and storytelling skills. It also makes for a more interesting portfolio = better chances at getting a job. But if you want to do single assets and never, ever work within the level…
No offense, and its most appreciated that you want to share, but most of the people on these boards are more concentrated on making art better, not using others art in scenes. You mentioned that you would like feedback, and I can give you that; 1 and 2 are very strange, they dont really make any sense with or without the…
alright well... I like giving games a chance even if they don't have the best graphics or the best gameplay right off the bat in hopes that it will get better if i play longer... I notice everything thats going on on the screen, all the little details and wether the artist REALLY took the time. the best example of this is…
Interesting. A few of us at work have all been trying similar approaches to modelling rock structures. Method 1: Our old approach would be to have 1 tiling rock texture that would be applied to various meshes of arbitrary shapes and sizes. Pros:- Having just the one texture means you don't blow your texture budget. Cons:-…
I can only comment on the timing of the animation as I haven't tried animation in 3d yet myself, I have to rely on what my eyes tell me from my 2d training... hopefully I can convey it properly. animation is best critiqued in quicktime format... cause quicktime allows to cycle by frame :3 I parsed the avi file in…
From my experience, this happens in 3 cases. 1. The mesh is insanely huge - z buffer precision issue 2. The mesh is insanely tiny - z buffer precision issue 3. Turbosmooth gives me this sometimes when I have many separated meshes and very high overall polycount. - Not sure about the reason
You can try this. I know its not very optimal but you get perfect round shape and you can scale up and down if you want the top to be more round or flat. Just use 3 turbosmoth and 3 spherify modifiers and you get the perfect shape without pinching errors. Here is a gif.
I did 3 robo samurais today, along some other stuff but they aren't done and I am too afraid to upload them =3 But tell me which one ya like the most, I will use the one which gets best response for an indie game I will start with some friends in the upcoming weeks.