do's:* try to hide UV-seams (i.e hard edges, convex corners, hidden spots,...) * keep things normalized (same pixel density = texel space for all UV shells) * lineup edges or faces if they are close to 90° angles, so pixel borders better loop and connect * keep padding space in mind for Mip Mapping issues (because textures…
Team name: Perpetual FX Creative. Project name: Title and project information requires a Non Disclosure Agreement. Brief description: Microsoft Xbox Live Arcade approved project. Target aim: Xbox Live Arcade. Compensation: Percentage of revenue offered in writing. Technology: XNA, Vicious Engine, Torque etc. Talent needed:…
hello there! my name is Paul and I'm a freelance game artist! I mostly work on mobile game projects. I create and make characters, interfaces and 3D environments. here's a part of my recent work. kind regards, - Paul Lamy de la Chapelle potchoc[at]hotmail.com Freelance Game Artist #characterdesign #interfaces #environments…
Project Title: Negative Plus Description: In NP you play as Evander, an android who is a soldier for a global superpower. But he begins to question his role in this organization, and seeks out the ‘mythical’ “emotion processor” that would let him hang up the sword and become a human like being, capable of emotions and…
At the end of this tutorial, the person fills in a mesh curve he drew. What is the name of this tool? I would like to use it. https://youtu.be/bhhLpOhRMzU EDIT (Solved) - using this tutorial https://youtu.be/JAVuPYCcd1k
I am trying to figure out is this "more details create superior results" is what players want really. They IMO often misinterpret their own impression. Like all that talks of lighting on games forums while all the games have mostly same lighting for pretty a while already. The difference is only what can accept dynamic…
I made a few changes that helped get rid of the ghosting artifacts. Game reads much cleaner now, especially during high wind the leaves aren't turning into a blur. That was accomplished by changing these rendering parameters: r.BasePassOutputsVelocity=True // Enables rendering WorldPositionOffset velocities in the Base…
hi folks, I'm an employee at Lightbulb Crew, an indie games studio. We are from Sweden&France. http://lightbulbcrew.fr/ Our indie game named Games of Glory (http://lightbulbcrew.fr/gamesofglory/fr) has just been revealed. It's a Moba-Crossover in a Sci-Fi universe. here, our kickstarter:…
Hey everyone, my name's Greg, and with a couple other people I'm working on a cartoonish iPad mini golf game called Mosaic Mini Golf. It is set on a cute island with a number of very different environments.The development is rather advanced but lately with have hit a road block with the art direction. :( Basically we have…
It feels like this is the wrong forum to post about this due to the lack of interest or discussion about this topic in any of the forums, and not just on Polycount but also GameArtisans and Game Artists.net. Do you consider mobile phone games as part of "the games industry"? I did a bit of research into the current state…