Development Blog: Timeless Epoch Blog #2 – Lore of the Land [Urubis Exilium] One of the most important steps in any project I undertake is establishing the narrative foundation—the world that my art belongs to. For me, the art is never just about aesthetics; it’s about context. Where does this structure belong? Who lives…
If your company sells 5 millions copies in a month, and you are in the red, then maybe you need to rethink what you're doing? Because it's clear that you and your peers suck big time and have too many old shareholders who bought you out when Nintendo was still making Metroid games. Guess what, paying 3K a month to your…
Do you have any concept art for this? A title? Something more than just text? It's generally a good idea to provide something more solid than just words. All we know is that it's an FPS that seems to have something to do with the elements. (Presumably, fire, water, earth, and air, unless ice and "thunder" are supposed to…
1024 for a whole level? Obviously that would be ideal to keep draw calls to an absolute minimum, but it seems unrealistic for most games. I can imagine something like a Mario Kart battle stage fitting on a 1024 total. But take even a PS2 game like Burnout 3, with pretty big tracks, a lot of texture variety, lots of…
@ Gallows: Homer: All work and no play make Homer something something Marge: Go crazy? Homer: Don't mind if I do.... I get the hardcore "stay on topic, its all game art all the time 365" attitude, I've made great use of it at different times in my life. But really I like a well balanced polycount too. I think a little off…
like many have said, I really don't mind if this was mentioned early on from the start. However, it's also interesting how Mark Dygert pointed out that this money goes to GA and GA only. On top of all that , Fred's response was ridiculously unacceptable for me when I first read it. Why should I put out my artwork for free…
Sad to hear. Still, 82 isn't a bad run and I wonder if anyone will leave such a mark on human history again. I was just at the Kennedy Space Center last month and got a better understanding of what an acoomplishment this feat was. "Walked on the moon" is not something many people would be able to put on their tombstone.
its ok to use photos for textures, they are part of the process of texturing. What is bad is taking a picture from cgtextures slapping it onto a model and calling it a difuse or albedo. 90% of texture work I see around its pretty bad to be honest, yes thats my opinion. I am talking about "photoreal" texuring (I do textures…
Mark Dygert thank you for your advice "There isn't a way to share rigs between packages, just animations" i was afraid so musashidan thanks again for reply It seems a great deal of work to fix every aspect that break, because it's too many of them I want to transfer the full rig with the animation on it.