Finally! We are extremely happy to announce to you our next video game art challenge here at Polycount: the Escape In many ways this challenge will be an experiment for us; Usually we have very tight-knit rules & specifications for our contests and a very specific theme. This time around we wanted to offer you guys a…
well there goes today. Waiting on my free trial of 3DS Max to come in email from Autodesk tomorrow, 3D cannon balls using Substance Designer for textures and DDO for additional normal map adjustments (such as crater holes), placing the cannonball in front of the camera with animated smoldering FX via Cascade Still seeking…
Shinigami, yes we do. Specular is still present as an input but is used much more infrequently. xChris, water is handled by our FX team, but high level it is a multilayered shader using flow extensively. You can also do either a greyscale value-based animation for expanding/contracting or a flipbook. Not sure if we did.
the sound fx is killing me! why the "wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa wa" throughout the whole thing. Id try and dig up something a little less abrasive.
More simultaneous characters, fx, AI calculation etc. all combine to make an MMO more calculation intensive than a single player game, by far. And since the lowest specs for an MMO need to be fairly humble, you can't get around the CPU bottleneck without giving up on having a big pool of potential players.
Yo , So i worked a lot on vegetation shaders , various props etc.... I re-did the whole layout of my environment . So now i'm really working on lighting and fx's to make beauty shots. If you have any inputs that would be great ! i really want this environment to get better Cheers
Images are easier for the viewer to browse through at their own pace, with a video you are setting the pace. I've seen people's portfolios reviewed before, usually the art director just saves all the images into a folder so they can breeze through the images with windows previewer (or a similar program). Leave the…
Because the learning curve is waaaaaaaaaaay steeper in Houdini. It is bar-none the least intuitive piece of software I have ever used. And tutorials are extremely difficult to come by for it as well. Not to mention the fact that 3D work is inherently more complex than 2D work. Even Digital Tutors only really has tutorials…
For those too lazy to read the FAQs section on the XoliulShader2 website and interested in knowing future compatibility with Maya/XSI: [I]If you mean a version with custom UI, then for now the answer is no. Maya uses a different scripting language, and translating it would mean redoing everything for Maya. The old, core FX…
I've found this very useful so far: http://www.3dartistonline.com/news/2015/04/how-do-i-create-real-time-hair-for-games/ Also this: https://vimeo.com/98611177 Although I'm not so sure about the paint FX baking technique. I still have to explore that myself some more.