These are the assets I created for my environment scene “Street Alley”, rendered in Unreal Engine. All the assets are high quality, similar to what you would see on a AAA game title and they’re optimized to run on VR/AR platforms too. There’s several LODs available. https://www.artstation.com/artwork/0XKYNy
Blood Quantum is a game that I'm working on. This is my personal project. Since it's an indie title, AAA standards are no really reasonable. We created some tech and decided on a very simple, vibrant, art style to get more content out quickly. I'm excited to hear advice and critique!
Hi all! we are looking for contract for game characters,weapons and props. we have been working on several AAA titles for NEXON and more than 10 years of game industry experiences in korea. please refer below link for more information and portfolio www.yuronggames.com xjunus@gmail.com thanks!
Has there ever been a case of a gun company going after a game company for having a gun model that is too close to the real design without a license? Will I be OK if modify a design a little and change the names and logos? We are talking about a small indie game not AAA title.
I've been offline totally for a month while in Greece. I had a great time. Before that I was in London, and I would just like to say that Frankie is one of the nicest people I have ever had the good fortune to meet. AAA+ honey, to the core. Thanks for all your time Frankie
Hello, I am new to this forum and I wanted to know if there is only one way to rig vehicles in Unreal Engine ? My workflow is to make the skeleton and bind it to the model in maya to be able to control the vehicle in Unreal, but are AAA Racing Games developers using this technique or it depends of the engine ? Thanks for…
Just a general question, I will be model some modern weapons full textures with hi poly bakes done and I would like to know what would be a good timeframe to shoot for? Let's say AAA quality weapon assets here. thank you
A 4k sky map is very extravagant, your graphics engineers/tech artists are going to be pretty upset with you. Layering is usually the way to go. Some tips here: https://www.artstation.com/artwork/dqE21 https://80.lv/articles/creating-skyboxes-for-aaa-games/
Same comments. I would put them into a game engine like UDK or CryEngine 3 so you can have AAA quality in-game rendering. Character looks cool but I'm not sure if it fit on the whole scene (1st one). Anyways, nice shots! :)
Btw, allot of you guys are working at big AAA studios, can't you get them to stand behind this? I think that if there's giants standing behind something like this Adobe would have so much easier pushing this up in the priority que. Just an idea.