I am co-creator of an online game called 'Eternal BattleGrounds' and we are in desperate search of 2D artists to do some work for us. What we are looking for specifically are people who can create images to be used on our online cards. The above image is pulled directly from our website and any images submitted should be…
@Nuclear Angel I think you're 100 percent right, I need to clear a lot more space for the camp. I've been using both Witcher titles for reference, probably best to reinstall the 2nd game to get a proper feel for the scale of the camp. Thank you, it's the push I need to get it done!
So worst case scenario, lets say they lost 81% of sales in the 2nd week worldwide. That would mean they sold almost 2.1 million units still. That's more than most titles muster in their first year of sales. It's as much to be expected in its second week and is still an amazing number of sales in the right context.
Pretty much, I'm gonna go back and work on 2nd subdiv lvl now, I've been sculpting the guy for a week lol, started from very low dynamesh and it went on and on. What I'm looking for is getting a lot of criique about the form and then re do the guy again, possibly from scratch again
Coxy: More like 15. There are 2 different plants, the 2nd one is behind "space sofa". (Plus Bathroom is visible through glass on the left so even more if you don't plan on hiding that.) Material/ texture plan is (more or less) done. [purple assets will share "unique" map.] Now onto the blockout.
Its all about texture blending!!! Here's a great example from RAGE. Got any reference images? it might give us more ideas on what techniques you could use. Also, the top pic has 2 textures, sand and cliff, you can see the seams, the 2nd its blended.
1st. way to fix it is taking the top one without the damage/error and copy pasting it down to the others to fix that. 2nd. Giving this thread a read though <<click Yes read all of it, I did on a sunday worth it if your serious about this stuff, not just think it is cool. 3rd, doing what DLK said.
@ Jedairusz: 16- 20? Interesting. The variations in our bodies continue to fascinate me. Is it based on a person's height? I'll wrap them around more too thanks! @ DWalker: Good call, I think I want something between the 2nd image and what I have, so I'll shoot for that. Thanks for the reference.
Figured out the issue. My 2nd UV channel was being rewritten in the import process for the lightmap. I just separated my display from the body of the monitor and created separate UVs instead of having 3 UV channels for 1 mesh, I now have 2 meshes with 2 UV channels each.
Added flags and gave them temporary green colour, scene now looks surprisingly Italian :) Shot of the current thronal area, 12 steps is signyfying 12 different gods Huge amount of lightmaps have been fixed although following still need to be fixed: -Arch -Bridge -Short wall on 2nd floor