remember you probably want more then one font. at least one for normal text thats easy to read but still capture the feel of the game. and one for buttons and short texts, such as "critical hit" or click here" and the likes. this font can be more epic and have more of the games style embodied to it, since its mostly used…
@Shinokez if you aren't all ready, I would greatly recommend using as much anatomy references as you can possible gather. Some notes: the shins look like they are curving overall your cuts into the muscles are to deep I would work on how the muscles connect into each other, they normally have a specific flow and tend to…
Ya, the demo isn't great unless you've played the previous ones I guess. Although I would get stuck some places, and had trouble with momentum at first, you'd learn lines to follow and how to get around. The thing I liked about the first one was the way you'd grow and be able to explore more of each level as you grew. Even…
Hey Polycounters, Just thought I would share this with you guys as well it is quite bloggy I know, but maybe helpful or inspiring to someone out there. I wrote this up this morning on my facebook. ********************* Incoming long braindumping post. Warning, probably wont make a lot of sense. Extra warning, make a cup of…
@Marshkin thanks for the reference pal! i find it really hard to use proper reference, i decided to follow mainly this reference because it was the same kind of coat and material, i tried applying the same style of form plus aditional gravity or kinectic energy to certain places. pandas advice advice on working a lower…
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Johnathan Williams still has some public videos of his edge modeling and facial topology series from the late 2000's and early 2010's. This is fairly representative of how things were typically done prior to digital sculpting. At least for those using open source tools from the period. Tool sets do vary but a lot of the…
This is a cool effect! To get better responses, it would help to compose better subject lines. For example: "How animate Bioshock bees walking on FPS hands?" I suspect they just brute-force animated each bee. The hands don't change shape, not much anyhow. I know Irrational Games used 3ds Max and Unreal to make Bioshock,…
These days it's relatively easy to make new friends and stay in touch with old ones - especially if you're used to chatting online, playing video games, etc. Don't be fooled by the posts saying that family will always be there and able to visit you wherever you go though. Life is a big gamble and its impossible to know…