I think that your latest rewrite touches on a very important bit: knowledge. As the game progresses, the player should get more and more hints as to how to solve the game. A way to 'autobalance' the puzzle difficulty, if you will. You should probably try to make it as enticing as possible to solve the game as quickly as…
thanx for feedback,sorry i have not replied sooner(had flu) I have attached examples of shoulder i am working on it is very much a wip but i am having major difficulties. Everytime i settle down to sort this problem i end up giving myself major headache.And it is not just this example all my previous works i encountered…
Hello guys. This is a mainly optimization-related question; How should I unwrap wheels (or cylinders in general)? Should I stack textures to use the least space possible, or unwrap and stack greater islands to avoid UV splits and achieve a bit more variety? I saw examples of both methods, and I am not sure how UV splits…
Hi everyone! Today I want to tell you how I created a highly pligonal model in Zbrush on the example of a hull. Для начала я экспортировал свою модель из Fusion 360 в Zbrush. Next, using the DynaMesh function, I subdivided the mesh to create chamfers and other elements that reveal the history of our hull. I used the Polish…
You listed some pretty massive examples. IMHO I can't speak for certain, but I think most of the games industry is still on hand painted textures. BTW in your example you forgot to mention Wii, which is still the best selling console by a pretty significant margin, and Facebook. Diablo 3 is also the best selling PC game…
That would be cool if you could take a look at it, maybe post an example. I'm trying to learn all this but I have several other things going on the project right now and havn't had time to really dive into it yet. Some examples would expedite that process greatly :) EDIT: OH!, I didn't see your edit at first, the image…
Ive seen some amazing examples of people sculpting out in zbrush, retopologizing in another program for for sub-d. I think the main advantage is being able to try out new forms quickly with sculpting, before comitting the time with modeling them good example here http://www.polycount.com/forum/showthread.php?t=65018 Also,…
In game art, it's more important to deliver information clearly than to just make a pretty picture. Game art has a huge impact on gameplay, for example: how you light a corner in a racing game will affect the player's reaction time and thus have an effect on how often they crash. Some more common examples are path lighting…
:( no one posts anymore anywho thought i'd try something different since a lot of people are okay with aye-eye here i "found" this by accident and thought the music industry is pretty screwed since this is pretty tight track. 100% still not in support of it nor promoting it, it is an example that whomever is doing music…
Modulation blending can help you add contrast, basically using a heightmap to blend textures together. http://wiki.polycount.com/wiki/MultiTexture I have some examples over here from when I was developing in Unity. https://polycount.com/discussion/160691/sketchbook-eric-chadwick/p1 You can also get really fancy with this…