I actually tend to like the Metal Gear Solid 2+ style real time videos better than alot of game cinematics. They usually just don't fit well in most games. Like in Diablo 2. There were some random cg movies sprinkled throughout, and to be honest, they were boring and added absolutely nothing to the game. The only series…
I only want 2 things out of a new max (aside all the crashing and ram hogging). 1. Make it select the (&*^ing mesh Im clicking on, not the one on the other end of the scene 2. Mini Games and unlockable modifiers. Every 2 hours or so a Mario Party style minigame pops up, and the better you do, the more modifiers you get.…
A few months ago the fine folks at Marmoset asked me to put together a video demonstrating the workflow I use for creating personal work, and show how I integrate Toolbag 2 into my workflow. ...So here it is! https://vimeo.com/145648474 Here are some screenshots of the final product: The video goes over the general process…
Hey guys, I thought Id share some screenshots from Spiral an episodic indie adventure game for iOS devices. We've aimed at providing a console like experience with a one finger touch controls system. I worked as a Junior Artist on the project and this my first game release so Wooot (y), I was mainly tasked with creating…
@Ace-angel Just found some comparisions between CE and UDK,Its obvious CE3 has the upperhand when it comes to graphics.It has real time dynamic lighting while UDK is baked. Just found these from NEOGaf: Unreal Engine 3 CryEngine 3 From the GDC 2012 trailers from UDK and CE.CE looks better.It renders more like VRay.I won't…
Yesterday I had a 30-40 minute battle with a lot of people around NE airport, me and 3 friends arrived to see what kind of loot we would be able to find, we split into 2 groups. me as a sniper and another guy sat back while 2 crawled forward through the hordes of zombies. When my friend sees two snipers looking directly at…
There we go :) There is some empty space left on the body sheet where I probably will add some more mechanic parts. I'm currently working in 4k and the I mapped the legs they will each get a 2k texture and if I resize to 2k they would all get 1k each and so forth.. The texel density match up much better between the legs…
I'm not sure if raising 1-2 budgets would actually help that much. Here are some of my suggestions: 1. I think valve should just even out all of the budgets or at least have a starting point for them. For example having the mount/summons lod0 start from ~2000 Tris and 512x512 texture size. I mean I doubt that anything will…
Ok i guess we can close this one ^^ What to take away from this: 1. This Script will destroy all your hard work http://www.scriptspot.com/3ds-max/scripts/3dsmax-uvlayout-uvpipe-mod-by-miauu (until the autor updates it) 2. This one won't http://www.scriptspot.com/3ds-max/scripts/uvpipe-mod-by-norman3d (worked with 3dsMax…
@Jon Jones is that for a Hero Character? I usually get about 20 Business days which is about 4 weeks in studio. 2-3 days in Basemesh + Props (Assets Base) 8 days sculpting and detailing + hitting likeness etc 2 days retoppo and building game res mesh ~2 Days Baking Maps 5 days Texturing of course those numbers are just…