Hello, Polycount! I'm one of devs of CremaGames a Spanish indie game studio and I'm working on a game called Immortal Redneck. I don't know if you have heard about it it's very early in development, so let me talk a little about it. Facebook | Twitter | Vine Immortal Redneck is an arcade FPS set in Epygt with…
So here I am, a long-time member of Polycount but a guy who almost never posts ever. In that past, that was mostly about being intimidated by all the excellent work from people that gets shown here and thinking to myself that I wasn't ready to "play the game" at that level and not wanting to be embarrassed or feel…
PLEASE CRIT WHEN CONVENIENT. :) So here I am, a long-time member of Polycount but a guy who almost never posts ever. In that past, that was mostly about being intimidated by all the excellent work from people that gets shown here and thinking to myself that I wasn't ready to "play the game" at that level and not wanting to…
Hello everybody =D I'm glad to come and share a personal project that I'm currently working on! I'll be posting updating as much as I can. I'm following a concept art from halo 4 that i saw being used in halo4 Forward unto dawn and in some cinematic too. I think Halo have a Awesome world with a very peculiar Art's style,…
PROJECT COMPLETE Download the SDK POST-MORTEM "Greetings from Blizzard Entertainment’s World of Warcraft development team and University Relations representatives! Thank you for participating in the World of Warcraft Student Art Contest. We appreciate your hard work and your interest in Blizzard Entertainment. Judging for…
LATEST UPDATE! __________________________________________________________________________________________________ ORIGINAL POST! Hi guys after some heavily failed projects (mainly due to self-doubts and other unimportant problems) I want to tackle some really serious stuff, ultimately getting better, overcome those…
As requested from Artquest (but i hope it will be usefull to many other people) i decided to do a mini tutorial (better to call it "a bunch of tips") to explain my baking workflow. There isn't really anything more than the things that someone who bake low poly models should already know. Anyway, let's get started. Image A:…
Hi there EQ, thank you for taking the time to post here. Here are a few more thoughts : - First of all, I think that even in its current state Toolbag2 is already extremely Dota2-friendly. The only setup it requires from the artist is to export a model as OBJ, convert the individual channels of the Dota2 formatted TGAs…
@orangesky Thanks for the comment. Glad the write-ups have been enjoyable and informative. The short answer is: it depends. Context is really important because, even from a broad perspective, there's some significant differences between organic and hard surface modeling. While there's definitely some overlap in the…
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