"serious games" is what would traditionally be known as "simulators". like flight simulators like MS flight simulator, Il-2 sturmovik, DCS, Falcon 4 and rise of flight. Ground combat simulators like ArmA and VBS, and combat missions. naval combat simulators like dangerous waters and silent hunter series. tank simulators…
non replies are the default. Usually the options for your application are toss (pick some bad/mediocre art from deviantart and you know those applications)/ file / forward. Unless a studio is searching desperately for talent, the time till they get back to you is a month. (my personal record: a rejection post-card from…
thankyou butperhaps I should quickly explain my usual workflow ... 1 I model a low poly mesh , barely resemblng what I need to do in 3dsmax, then I export the Obj and Import it in Zbrush , I sculpt it all and then I export the HP and the LP versions of the zbrush levels ... I reimport the LP version exported by Zbrush and…
so from my understanding. physically (unbiased) rendering engines generally are a bit easier to operate ? since its rendering is based off of calculated light pathing - though it gives the user less control compared to the biased engines... and in general, takes longer to render a product. while the biased engines allows…
try not to fall into the trap of thinking modern guns are "boxy" or easy to model, here's some ideas... Pistols are all about back-end detail as kimono pointed out. You'll never find something that looks mechanically the same as what you have there - the hammer couldn't operate and seeing pistols modelled like that looks…
http://www.wattsatelier.com/home.html These guys are using charcoal [pencils],not charcoal sticks....pencils with charcoal. However, Watts Atelier emphasizes holding your charcoal pencil differently then when you hold a regular pencil to write with, so there's still a technique involved. [ QUOTE ] Holding the Drawing Tool…
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters. The…
Welcome to Polycount! Yours is more of a game designer question, but this whole forum is mostly for and about game artists. Usually for game artists, the visual quality of the asset is what matters most. The backstory/abilities are not required for this, but they can help if you're looking for inspiration for creating your…
Hi Alexandr, When somebody asks me such a question then my advice is usually to start with some much smaller projects first. There is no such chart. Every game is unique. That's one of the first things that you learn. The "trick" that you search for is called prototype. There is no better method than to simply try it out.…
okay here is the official version Hey, fellow artists! There's a topic that's on everyone's mind this week. We're saddened, worried and dismayed by the news and footage that reaches us from the Ukraine, and we're anxiously reading reports from friends and peers who live or have family there, fearing for their safety and…