The BRAWL Tournament! We're kicking off a new contest here at Polycount - The BRAWL TOURNAMENT. Participants will be working from a HUGE list of existing 2D or 3D fighting games to come up with their own 3D reinterpretations of their favorite FIGHTERS or STAGES. Only the best of the best can enter in the BRAWL Tournament…
Have to agree with Eric about the complexity of trying to start by doing this all in 3D and looking into simpler solutions like the cinemagraph workflow. The example videos are all static camera, single image backgrounds with looping animation overlays and audio effects. Most of this is fairly straightforward video editing…
Do we ever have a treat for you. Some members of the amazingly talented environment art team over at 343 Industries have put together an article on creating the environment art for one of the largest releases in video game history - Halo 4. This article was written by the artists at 343 Industries - not us - specifically…
Check out this thread: http://www.polycount.com/forum/showthread.php?t=137206 Part of my reply in it, but there is lots of good info from others beyond me rambling. I think you'll find the industry all depends on people's history, path, expectations, and things like that. It's not cut and dry. There's good and bad and it's…
I am looking to commission some pixelart for a topdown medival video game. The first commission would include: -2 animated characters (front, back, side view, walking cycle, attack animation) - 2-3 basic background tiles -Size would probably be either 32x32 or 64x64 but would need some discussion Naturally more commissions…
Hello, my name is Vlad and I'm an entry level 3D artist. I have 2 years of experience with Blender and I worked a few months with Unreal Engine as well. Take a look at my portfolio and let me know if you we can work together.
Boyo: Thanks yep will ask soon. WarrenM: Thanks, I did too. I actually never saw this game on a pc version till I downloaded it on my pc here. I was actually pretty surprised how it turned out the graphics we did were actually pretty expandable for higher res stuff. Now that I think about it I should have pushed to know…