Hi all, I am a 3D character/prop artist from the UK. I have previously worked with several indie developers on titles such as 'Gods Will Fall' and an untitled stylized fantasy game from the team at Antler Interactive. I have experience with several studios including Sony, Future Games of London and Clever Beans and am…
Looking for an Artist Partner for a Survival RPG (3D/UI/Sound) – Revenue Sharing I am looking for an artist partner for my open-world survival RPG project. I have been developing this game alone for a long time, but to take it to the next level, I need someone who can completely take over the artistic side. This includes…
Hello! This is off to a really strong start! I have a few pointers, mainly generic things. The first thing is probably more of my personal preference, but try to present your sculpts with a blinn shader or something similar. This is mainly because a lot of shaders can hide a lot of the detail without you realising it. I…
POV-RAY (here's how you model a red cube) #version 3.6; //Includes a separate file defining a number of common colours #include "colors.inc" global_settings { assumed_gamma 1.0 } //Sets a background colour for the image (dark grey) background { color rgb <0.25, 0.25, 0.25> } //Places a camera //direction : Sets, among…
I recently built my wife a computer, prior to this she was running a 7 year old Dell. It held up well over the years but let's face it, a Radeon 9800 and DDR ram just doesn't cut it these days. I'm not a computer wiz by any stretch of the imagination, but here's what I went with: These are the parts I bought (from Newegg):…
oXYnary: Indirect taxation relates to costs that people must pay (such as government paid meat inspectors and other similar types of indirect costs). Another good example of indirect taxation is having businesses pay people to track state sales taxes imposed by state legislatures. An accountant has to be paid (for most…
Well having used Unreal to make Mass Effect I found the shader editor liberating, enabled us to create a range of cool shaders and great fx. Sadly we resorted to using standard shaders for a lot of the assets *loosing subtle elements that we had setup for specific assets). Not gauging performance early on in development…
I think the biggest problem right now is that you're using bullshit thumbnails where you can't even tell what your clicking on beforehand in some cases. I mean I recognize the Guild Wars house and can kind of see what the wolf scene is about. However the first one is pretty difficult to tell what it's about and the third…
Bal: I deliberately chose not to include alpha channel support for this release since we were using separate transparency maps during our last production. I am, however, actively working on implementing that. Subsequent releases will of course be free of any charge. For the next release I plan to essentially allow the user…
It's true, the local industry is no longer the realm of big 200 person studios, but it is far from dead. In fact, I'd say its the healthiest its ever been in terms of scope and creativity. Are there the same amount of jobs? No where near it, but the previous work for hire model where we all undercut each other to the bone…