Dev Blog 03 Hi guys, here is the final development blog of the crash-site scene, and the development process behind it and what led to the final piece. Inspiration Concept Initially this project was drawing inspiration from the above concept, this involved the creation of a plane crash in the scene. However in an effort to…
@hublus Thank you for your reply. I'm working on a little more context. I'm making a trodden path up to the gate (or I might move it coming down behind, and then stopping at the gate. As if many wanderers have entered but never came out the other side. Hopefully with the improved sconces and general atmosphere, that will…
Hi John, It's not that it's bad, you clearly understand the relationships between different types of materials and how to make them work together. What IS missing however is context in what you're trying to make; or rather, you're not attempting to tell a story with your textures aside from "Hey! This is some dirty…
Bit of an update, copied from my blog [url]www.digitaldracott.blogspot.com:[/url] This weekend I spent my time trying to settle on the right approach to making the trunk. My options in my head, and conclusions were this (keep in mind this is for a base mesh, not something to bake a normal from): Speedtree -> don't own,…
Hey Victor, I can relate to where your coming from with school - when I was in school I had an architect teach all the modeling classes - he couldn't figure out normal mapping, so he scrapped it off the sylabus, didn't mention morph targets/blend shapes, used particle clouds etc. for modeling LP grass and trees :S (BIG…
Hey there, My name is Alex and I’m currently studying Game Art at SAE Institute Germany. For my Bachelor Project I decided to create an environment based on a self-written Story. Accordingly, I would like to bring this story into my environment and do storytelling. This is a type of group work. My group partner makes a…
@chrisradsby Thank you for your response! And I think that makes sense and could something I could take account in... now to just understand how much I know about detailing and the right way to do it, haha. I actually do have some work I've done (mostly just experimenting but at least its something). They are pretty…
Hello there, We're recruiting new positions, since we're always searching for talented and interested artists experiencing an indie video game development at the best. Mountainwheel Games is a creative, innovative, and dedicated indie studio that creates fantastic games for audiences of all ages. We always value our fan's…
Hello there, We're recruiting new positions, since we're always searching for talented and interested artists experiencing an indie video game development at the best. Mountainwheel Games is a creative, innovative, and dedicated indie studio that creates fantastic games for audiences of all ages. We always value our fan's…
Do the minimum required to vet your pipeline. So do ugly, cheap, throw away art that just moves you through the steps, all of the steps. The more detail you add the harder it becomes to change things later so keep them easy to edit and fluid. Pretty comes later. If you're doing a high poly to low poly workflow, bang out…