hi guys, I'm trying to pick apart how these levels would be created, specifically how the textures for the levels are done- they seem to have a border and an inside area texture but the transition between the two is fairly seamless: http://www.touchgen.net/wp-content/uploads/2011/08/iblast-2.jpg…
Hum, maybe not a contest because the word "contest" make people go crazy about rule and law and in the end it became a mess, just an Handpaint Monthly Art Jam. That way, it allows people to do whatever they want and learn about technique. I'm all about the "meh baking AO on zbrush is cheating blabla" but that's the fast…
Yeah, it's a tool investment IMO, Weta have some magic tools in development, of the top of my head they have this ;) * Manuka: Manuka is the flagship path-tracing renderer used to generate final frames and is able to produce physically accurate results based upon specific spectral lighting profiles. * Gazebo: Gazebo is the…
You're missing the point entirely. It isn't about bashing football at all, but taking football out of its familiar context and placing it the realm of unknown and potentially dangerous phenoma -- in other words, the same context used by people fearmongering about the dangers of violent games. Since football is something…
Yes, exactly. This approach can be applied to certain portions of the game development process. But you can't just use it as a blanket solution. The game publishers have implemented the method with the least amount of thought or care. The developers themselves have also been slow to adapt, clinging to their more…
[ QUOTE ] There seem to be some trends in gaming... BAD: Decreasing content amounts Games get shorter and shorter. Max Payne 2, Halo 2, Half-Life 2, etc. Or if they don't get shorter they get less content and more copy&paste (coughhalocough). This might be caused by increased asset creation times. BAD: Open endings More…
I think generally it would help if you tried to explain in more detail what exactly you want achieve using what application/renderer, ideally with images/examples. If your talking about game art, I would probably start by looking for sample/existing content for which ever engine you want to use, as linked by Neox, and then…
When I import a mesh using FBX, it imports just fine with no surprises. However when I reimport it I get funky smooth groups. To make matters worse, despite the content browser displaying the mesh with funky smooth groups, it doesn't seem to affect the meshes already imported and instanced in engine. Shown above are the…
@Joopson thanks for pointing that out! I found the image on Pinterest, which is probably my fault for using Pinterest in the first place nowadays lol but I did think the image demonstrated realistic surroundings of a table and chairs, with the rug underneath and the background elements providing context for where the scene…
While everyone remembers the forum reset of 2004, there was another reset in 2006 that we kinda swept under the rug. GameSpy was changing their hosting infrastructure, which is why the Polycount front page got a quick-and-dirty makeover, and why we lost most of the main site content, including the model archives. They just…