High Moon Studios will be at The Game Developers Conference 2007 in San Francisco! High Moon employs more than 140 developers at a state-of-the-art facility based in San Diego County, California. The award-winning studio is currently developing titles for next-generation video game consoles. At High Moon, artists,…
Let me try and frame this; a few times already, i've ran across quotes from art-directors and other people who decide about recruiting, where a negative attitude towards non-fictional, exisiting art subjects comes forward. I can't find exact quotes right away, but there where things like "I'm so tired of seeing guns…
Hey guys, I have some general questions about UV mapping I couldn't find an answer to or wanted to be sure, so maybe you can help me with some: 1. When you overlap the shells to make better use of the space, how would you bake? Would it be better to delete one the part of the object with the overlaped shells so it would…
Greetings Polycount ! maybe you guys remember my indie title : "pirates of new horizons" that i am periodically pimping ( and shamelessly bumped mere minutes ago ^^). to help finance the development of the full game we made a small match3 casual game set in the same universe showing of some concept art for the full game.…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
Sounds great. The world needs more Game and Tools Developers, Technical Artists and other techies with an art background like us. Some pointers: -Doing many small, or even tiny, projects trumps large projects by FAR. In fact, large projects are one of the main motivational killers for a lot of people including myself. So…
If you go the baking route, and assuming that you are using a realistic rendering style like what is done by default in all modern game engines, it means that the surface detail of the final asset will look just like that of your screenshot. Meaning that you will still have to put in a *lot* of work to get rid of the…
That's interesting, thanks for sharing! The non-welded edges are really a weakness of the shape key method, it's always necessary to merge doubles in the end of the process. That's also why I start the retopo on MD. It's a way to make sure the vertices will line up in the end and the edge flow is okay (well, as okay as my…
Okay, we have established the goals, now lets go throug some of the progress so far. This project had been inspired by the ARTWar4 theme of element warriors that have to either attack or defend using one of the four elemens: fire, lightning, earth of water. I knew I wont be able to meet the deadline, but the theme really…
@Nosslak : I can't speak for Machin3, but ... I can confirm that one can definitely do that with the current version - and it doesn't even require adding these extra custom decals to the library, they can just live in your scene as a regular object (atlased plane) or as little precut labels. Merging any piece of flat…