@Cglewis - I already have a solid racing game framework in Unity so maybe someday. Currently working on a kart racing game, so that's where my other energies are going as well. Modern Performance Vehicle (based on the Dodge Viper) This model came in at 985 polygons for the LOD0. The model is loosely based around the design…
Escape Studios are looking to hire a Game Art Tutor to teach on our exciting new Game Art MA and short courses Position: Full time Salary: between £45,000 - £55,000 pa Location: Central London We are looking for a passionate environment artist with a
broad depth of knowledge to teach our students the latest industry…
Hello, I am seeking work so I thought I'd write this post. My name is Filip, 28 years old and am from Croatia's capital city of Zagreb. I create 3D Prop Art, also known in certain places as Asset Artist and I'm seeking work in the same field of Game Art. I am able to create a prop and a weapon from scratch, texture and…
In retrospect, there were several factors contributing to my struggle to establish myself in the gaming industry. I'd attribute it to a 60/40 split, with 60% of the responsibility lying with me and the remaining 40% on the gaming companies I had the "privilege" to work with. For those familiar with the Polycount community,…
First of all, ZBrush, is pronounced "Zee-Brush" The company that named it, calls it "Zee-Brush". Just watch any feature release video from Pixologic. Wut-cum? I don't think so. "KP spam?" you say? Ppff! No such thing! This topic is all good. Everything I post is artistic, digital, and awesome. So sit down and eat your…
The Enterprise F is just over 9k tri's. A bit over budget from our initial estimates at launch a year ago, but this is a very special ship, that separate in to two ships, and a drops a third out of the rear (still in development) so we upped the tri counts for it. In this image you'll see the ship all as one unit, and one…
A lot of what comes out of solidworks wont work well for game models, your best to maybe export as stl or obj to maya or max and cleanup there than export as fbx to game engine. If the issue is not owning a 3d pacakge, you could also do the same with blender since it supports obj, and stl on import and can export fbx.
The fps weapon is not my area but I believe all those extra edges are absolutely redundant. You can get same shading by either face weighting vertex normals, makeing vertex normals still perpendicular to main surface on floating geo and leaving the shading strictly for a normal map, projecting vertex normals and so on. IMO…
GDC is coming up soon, March 2nd through the 6th, and we've got a meetup planned with the Marmoset folks. [More info on that to come] We'd like to make it a little more special by giving out some t shirts as well to the polycounters that come to mark the occasion. But we can't just give out blank t shirts, no one would…