Team name: New company start-up: Surreal Logic Project name: “Martian Worlds” Brief description: This is a new game just starting up, but I’ve been working out the concept for well over a year now. We will be building a universe, and you'll be able to help sculpt whatever planet you can dream of. Visiting worlds and…
Calling all Awesome Game Designers! Gameloft, a leading international publisher and developer of video games for mobile phones, is seeking gifted 2D and 3D Game Designers of to join their existing talent pool. Qualified candidates will link up with imaginative design teams to create hot new game titles, fulfilling a wide…
Firstly, post wires. While soft normals and smoothing groups look nice and pretty visually, physics relies both on raw vertex density and CORRECT triangulation. [EDIT: OH CHRIST I GOT THE BOTTOM PICTURES IN THE WRONG ORDER] As you can see, reversing the triangulation has a MASSIVE effect on what the physics engine has to…
lookin good =) I think you are done, the improvements you have made are great. There are a few minor things that I would change but really in the grand scheme of things they are pretty minor. - I would add a cloth band to the hat, nothing fancy but something to give it more detail. Something like this but without the metal…
Great work on this! Excellent research and experimentation; the scope of the entire thing is extremely impressive. The amount of work you've put into this is mind blowing and I'm sure it's going to yield many benefits to you in future projects. The final overlook shot on the video is gorgeous; really brilliant job on that.…
If you actually think about it, for most game engines they are still triangles :) Of course now polygons are hardware accelerated but so are patches and even NURBS in some cases (PSP and even PS3 i think but i have to check with our guys) What MoP said is correct. Perna, "A quad-base mesh has the predictability and…
The best way to explain what max script offers is to troll around www.scriptspot.com and check out all the stuff people have done over years with MaxScript. After seeing what other people have done with it and how handy their scripts have been I decided to dabble in it myself and see if I could automate some very long…
God damn this has come a long way, It's a pleasure to follow this! I'm not sure what kind of crits you're looking for but I'll ramble away and pick on anything I can find in no particular order. I know concepts are only guidelines, and don't necessarily need to be followed 1to1, in fact sometimes some stuff in concept art…
Nice choice of reference. Seems like everyone and their brother has done a 1911, but atleast this one has quite a few unique looking bis. So cool ref! Some tips: 1. Your material for the high poly is a bit too glossy. It doesn't have a wide enough highlight to actually spread across the model and makes the edges and…
As a freelance artist who used both render farms, I present this iRender vs. Garage guide as a demonstration to make it easier for newcomers when choosing a rendering solution. 1. What is Garage? Garage was established in 2010 with a team of two, Tomek and Minhee. They are a UK-based business who provides cloud rendering…