lol @ the paper bag You do already have a pretty solid 2d foundation. I suggest you approach 3d modeling in the same way. Block it out, then refine it. Here's some tutorial type images I made a couple years ago (2 are gifs). They pretty well illustrate what I'm talking about - the models in them are very low-poly. That's…
Hi everyone! I finished my project. I made a lot of screenshots for the occasion (I hope it's not a problem). Here's ingame's screenshots: Here some flats and sculpts: If you want more pictures / screenshots OR if you have any recommendations / comments / opinion on this scene or advice for my future work, tell me! The…
6K per character sounds good. In a recent project I had to create some assets for an augmented reality app too. So the maximum polycount was 40.000 with unity 3D and the iPhone 4 as a minimum target. I can´t show anything of it right now because its not published, but I hope it gets released in a view weeks. We tested it…
There's a whole bunch of really good getting started tutorials on ZBrush central that will get you familiar with using the program. I also found the book [ame="https://www.amazon.ca/ZBrush-Character-Creation-Advanced-Sculpting/dp/047024996X"]ZBrush Character Creation by Scott Spencer[/ame] to be pretty invaluble when I was…
I did the AIE games dev course back when they only had a school in Canberra. It's not bad - first year will get you all the basics you need to do 3d art, high or low poly and the second year the entire class put together a working game demo. It's very focused and if you're doing the art stream, it won't teach you anything…
One this that is a slight problem for me is the extreme darkness of the screen.. in fact, inside a building or a carrier it seems to be pitch black.. I see the game has no gamma or brightness setting.. How can I make the game lighter ? Is there a console command ? I tired to right click on my desktop, went to the advanced…
First of all, thank you for your input. the polycount for the model is 1708 and has a 512x512 texture for the m4, plus 256x256 textures for the scope and the grenade launcher. The render was made with the default 3ds max renderer. I am quite new at making textures like these and the lighting was the hardest part on this…
If you're concerned with file sizes, you probably want to look into using the same procedural texture library that was used in RoboBlitz. It's available to developers now, and the tool they use to create the procedural textures (MapZone) is free to download and use. That would help you squeeze down texture sizes as small…
I'm still in that phase of "must get better, suck to much right now" to even consider getting a "real" life. I think what balances me out is my friends / roomies who I can hang out with whenever, talk about stupid shit with, and drink vast amounts of alcohol with... the other thing that helps is no girlfriend *lamesauce…
[no longer looking for an artist] Hello, I am a full time software engineer and indie game hobbyist looking for a 3D artist to make three character assets for my game in development. I'm looking for two sci-fi humans, and one robot / humanoid mech, further details I would prefer to disclose after we work out the details of…