I had a few unrelated thoughts on this: * There are regional markets around the world where for example, African game developers are making culturally-themed games for an African market. This wasn't the case ten years ago. One of the things I love most about working on gamedevmap is seeing trends like this emerge on a…
The main idea of solution is to create second UV set where UV islands' borders are the hard edges of the mesh (via Unfold). Then we export the mesh to two OBJs with different UV sets. In max - first we process the mesh with unfolded UVs - via TexTools' "Smoothing Groups from UV" algorithm (i've ripped a part of it into…
I think you need to push the use of colour in this piece, lets take a look at a similar style weapon from the masters... blizzard.. As you can see, like your sword, this has subtle glowing parts and an ornamental blade. There are two light sources, the sky (white) and the colour of the glow effect (purple)which effects the…
I know a big part of getting down the anatomy for sculpting is just studying it and practicing it. I was curious on how everyone went about it or discovered any tricks that helped them remember to not skip a shape or just to have it down quicker. Did you do it part by part or overall forms then broke them down into smaller…
a lot depends on how you imagine the "low poly" asset being used.... as a prop in a fast paced action game not so much.... as part of an atmospheric real time cut scene of some historical detective game and it's seen close up (e.g. someone perhaps typing) then yeah you could make it work with a bit more geometry.
Thanks guys. Yah I'm thinking of maybe melding some of the elements of A and B. I really like the clunky prostetics from A but I also like the elysium-style exo-suit thing with hydrolics in B. Maybe a combination of the two would work. I want it to look like this guy has been brought back to life and cut up and put back…
Woah! I love these. Very cool. :smiley: Very impressive that the base models are subD'ed and not sculpted. Especially on crazydetailed parts like the eagle or crocodile. I love seeing you still do game art. You were a great inspiration when I started out myself and your 3DS Max modeling tutorials helped me a lot to become…
For models and textures, sure, for a lot of other stuff - not so much. And it's the other stuff beyond base modeling tools that mean Maya and co are still the de facto standard. One thing to consider in all this is that production is so, so much more than just modeling. If anything, modeling's the least critical part of…
At first I wasnt going to enter the 2015 iClone Animation Contest because, to be honest, I didnt fully understand the rules and requirements. I havent played a video game in six years so I felt left behind there. But after watching submitted videos and realizing there was (I think) a 1-minute movie category, I decided I…
[ QUOTE ] you have in front of you a software which is old and bloated and held together by gum and toothpicks, which chugs away though and lots of people are familiar with, but parts of which haven't been updated since it was created, which whenever it makes upgrades needs to do them consistent with how things were done…