Hey everyone, Just posting up a few progress shots from over the weekend. I've been starting to work on the ocean shader a little bit (Still early but starting to figure out how I want to make this ocean look), start knocking out the rest of the hands for the shrine, and test out scaling and collision. Ultimately I want…
1. Post my final portfolio on Polycount for review. 2. Start applying to all the game studios in Toronto (hoping for something local) 3. If I'm successful, start saving money. At least $10,000 I can keep in my bank account. 4. Start researching on apartments and how to live in different cities 5. Keep updating my portfolio…
I've now started blocking out the main body of the bike. I started by using EP Curves shaped around the main body and then lofting them. After that I converted the NURB surface to a Polygon, added some edge loops, cleaned up a bit and extruded some edges to make the underside and to shape up the nose. I'll update some more…
hey! Im sorta starting a new character on the side. Thought id take a week off from any project and just do sculpts when I come home. But I started looking at a few concepts and I wanted to start this. So this is going to be my next char, a little older cop with a nice bulletproof vest and a trench coat. Hes going to…
In DS1 you can open doors or lift down ladders so you can use the same "checkpoint" twice. You start at a bonefire, fight your way, maybe defeat a boss and you find a ladder and landing at your starting checkpoint. Now you can always use the ladder to start you way behind the defeated boss to your next location and so on.…
I once bought a list of contacts from bikini-list when I was trying to get started in illustration a couple of years back, but because my work was not good enough I didn't get much out of it. Overall its best to just start collecting the info of those you want to target yourself and start making calls, theres a lot of info…
http://www.gamershell.com/download_7520.shtml you can download the modtool pack with art samples here. for painting textures you can go either way. though starting at whatever the final resolution will save you work since there's only 1/4th the size to cover than if you start a power of 2 higher. If you start at 512 and…
????? theres heaps of clueless in this statement. i would be suprised if a single artist on this forum that has been in the game dev biz for any sort of time has not went over deadline on one thing or another. hell entire games come out sometimes years behind schedule. i don't mind it starting late i had no thoughts that…
Several other members have touched on this, but i'll reiterate. Just start doodling. Creating original ideas inside of a 3D app rarely ever works. It's always best to start concepting in 2D, it's just easier to shoot ideas faster that way. I always save up paper that hasn't been used on one side. That way whenever I'm not…
HighLands This is "Lost HighLands", the third map I created for Shardbound, one I am incredibly proud of. When I first started working on it, I felt more confident already with Unreal Engine but I didn't know yet that, to this day, this would become the hardest thing I had to work on. The initial concept art for this…