Billboards would take much more memory to look good, we used a very simplified rig together with very lowres meshes, but they could use the exact same animations as the other characters which was a big advantage, billboard tests ended up in beeing either too memory heavy (many animationframes from many different angles) or…
Who we are Hello! I'm David Forbes, the owner of Qbots LLC, a small gaming studio with nine part-timers working on a game called Qbots. The game is designed to engage players in multiple ways (Build, Battle, Share, Explore) and has a detailed history and backstory that informs the world and the game play. We took a very…
Interesting... Definintely hasnt been done before. It's probably not a whole lot. But still. Pretty nice to see the direction it's going. http://venturebeat.com/2015/08/18/bailey-schafer-fargo-and-urquhart-create-a-kickstarter-competitor-built-for-games-and-equity/
Been chipping away at photoshop and making old sketches better in the last 1-year mark. Currently focused on making concept sketches and playing around with ideas.
I want to improve at characters, but I realised my knowledge just isn't solid enough on the underlying anatomy. I thought what I'd do was study and try to create something similar to this model, by Ryan Kingslien. If I go from bone to muscle, checking each one as I go, surely I'll solidify my knowledge, and then be able to…
Hi everyone, i decided to give sculpting a shot, so here it is, my first attempt at a head. Not finished in any way, and something seems off about it idk what lol. If you guys can point to some tips to improve myself, i would appreciate it a lot :awesome: P.S.: Don't know where to go from here xD
Here is a short explanation on what I need it all to do: Let us start with the Light blue drawings: This area, is suposed to hold the ligament (Orange parts) in place, so if I move the femur bone (theigh bone) it - as seen with the dark and lights green drawings stays in place where the light bue lines are, but the rest…