Hello everyone! Me and a friend come from Sweden and we're writing an University paper where we investigate how repeatedly seeing the same animation within games will affect how it's perceived. Like any good paper, you need good sources, and one of the things we would like to include is how an animator might not see the…
I got the chance to take hundreds of reference photos of vehicles and planes I have to model for the army . And to finally test the technique, I made some series with different exposure time. I think they show well what this technique is good for and where its useless. The first one is a mowag piranha (also used by the us…
I was wondering if anyone could shed some light on what would be classed as inside trading in the game industry? I'm new to this whole share dealing business and wouldn't want to land myself in prison or potentially committing fraud... Basically as an example I work for Crytek and we have a publishing deal with THQ for…
Do you remember where the pack was posted to ? might help and then use the way-back machine and see if you can turn anything up to at least a name of the artist/poster and see if that leads you to solving this for you. (this is why if i like it, i save it , not to funnel it into a scrambler to make my own version of it...)…
For characters I can't see why you'd need to travel - mostly you'd use scans of fabric, metal, and leather. The same sort of thing they do in VFX. But for environments there have been several games where the environments use 3d scans extensively. For a AAA game it's not a big expense to send someone to another country…
Hello, My names Aaron Closs. I am interested in being a part of your project. I have skills in various areas. If your still looking I'd greatly appreciate a reply. Thanks for your time. Aaron
well pior in the pokeball case, I would advocate using three different materials/shaders for your surfaces rather than trying to wrap them all in one with a colored spec. It's more expensive, yes, but you would also expect this to be a one-off asset and not something game-wide (unless you're making a game with a ton of…
Hello! I've just recently started 3D Modelling, specifically to mod a game. I've been trying to add new units, and new models for those units. The game is basically about World War 2 in the Pacific, so mostly warships for now. Anyways, I recently extracted this model of a battleship from a different game. The model came in…
This project just came to an end. The game is far from finished, but our time has ran out. We've learnt a lot during this project and we've also developed as artists. We will keep learning and keep making games. Thank you for your interest in our school project. Here is a gameplay-trailer: [ame="…
We created normal maps with a solid mesh. Then broke the model apart. Then used the normal modifier in max to make sure all the vertex normals at the seams were pointing in the same direction. But our game engine exported the vertex normals as they were in max, and didn't unify them. You could theoretically normal map a…