A fun read, but I disagree with his overall assertion that people reject pixel art because they don't understand it or anything. His game, at least in the screenshot, has quite a few issues that make it not really hit that appealing look he's showing in the other examples. -- Text isn't legible; eg pink text on pink…
Instancing within a model will only help with the items perfromance in your 3d package. That said, making duplicates of repetitious items can help when it comes to uv'ing as it can save you time/texture space. Once in game it will be recognized as 1 mesh unless imported in pieces. Tri count for your portfolio is your…
Most don't but it is becoming more and more common. Valve uses vertex animation/blend shapes, a recent star trek game (forget the name) used them too. The point I made was that blend shapes are easier to animate, and you can set up a bone rig to follow the blends. The advantage of this is that if you're having trouble…
I had to get a new computer last month, so I went with 8gb of RAM and Vista64. So far it has been okay. Some things are in different places, the UAC is annoying at first, and it does use a lot of RAM (thats fairly painless at 8gb though). The noteworthy problems: My tablet acts oddly in max. When I hold down alt to tumble…
Once upon a time, animations were stored as deformations of a models vertices. Basically put, you animated a model by moving it's vertices, and each keyframe would store the different positions of every vertex in the model. This allowed for total and complete freedom in animating your model. You could make your model do…
You have to render the scene's depth from the lights frustum (classic shadow mapping). But as you only require depth, this is very fast (ie mostly vertex bound). There is numerous tweaks to enhance quality, by rendering multiple (cascaded) shadowmaps for the sun, shearing... Which will just raise the number of how often a…
[ QUOTE ] Personal reasons are no good here. [/ QUOTE ] Of course you should consider them. Science is defined by a method, it would be a sheer coincidence if this method would by accident be the only tool to find truth. Or to make it a little less complicated: it's possible to imagine things that interact with people…
Nice work, lots of character in him. I like the color scheme. I think the transition from hair to scalp needs work, it's far too sharp right now. Blend it together. If you need reference, check out the FFXII shots of how they do it. His face could use more volume in the texture, right now it's a bit bright all over and…
Always wished you could work on an indie sci-fi coop game for PC? Have lots of great ideas on how to make games fun? Lonely in the evenings with more spare time than you know what to do with? Then have I got a deal for you! I'm a programmer looking for an artist that is passionate about game dev, who can commit 3-4 months…
GoldFire Studios was founded in 2008 as an indie game studio with a mission to connect the world through a shared love of interactive story. We've developed and published numerous games in various genres, with our latest being the upcoming narrative adventure, Arctic Awakening. We’re looking for a 3D environment/prop…