@Astronaut The voting is actually over and the challenge is live. That concept got out-voted by the initial one presented but I really like the second concept in that pair so don't be surprised if it pops up as the initial concept in the future! Feel free to head over to the challenge thread though if you're still…
I'm working on a "remaster" of an old-school dungeon crawler called "Dragon Bane 2" as a personal project. The development is completed, but needs upgraded, static 3D models for two wall sets -- a town and a dungeon. The game can be played in either 2D mode or 3D mode, and the 2D artwork is completed, so the 3D art…
Hey everyone! We have just released a new build that should fix many of the OpenCL related initialisation issues that some people were having. Build Number: 20130416001 April 16th, 2013. Bug Fixes * Fixed various OpenCL related initialization issues for users with a multi-GPU environment * Fixed various OpenCL related…
The updated base mesh may be seen below with a few changes such as correct rotation of the tail feathers and more bat-like shaping of the wings. Base Mesh Updates Here are a few screenshots of the dragon in Zbrush after initial sculpting. More has been done since so I shall upload more screenshots as soon as possible, as…
Depends on the way the engine does breakables. The last game I worked on, we modeled the initial model, and modeled the breakable pieces separately, and then when the player broke the object, the engine swapped to the broken model and used effects and physics forces to hide the swap. So the seam wasn't an issue because…
Can't wait to see what people do with this! Long build times though... From the PDF: TYPICAL BUILD TIMES: Initial map loads: 20–60 minutes Load times after initial load: 1–3 minutes Build an asset mod (does not include any maps): 10–30 minutes Build a mod that includes one map about the size of Wellspring: 20–40…
I imagined this as a sort of alien facility where they are harvesting biological elements from specimens. This was initially supposed to be a quick concept for an environment with a little more painting and less modeling. I ended up taking it further than I initially planned. Some of the geometry is still a little rough,…
very good execution, its a high quality character model thats for sure. Personally I actually prefer your initial idea as a design, it has a nice mix of large, medium and small shapes and areas of rest. Your final character in comparison has lost the flowing shapes of the initial direction and has too many bevels, angles…
Hi, Im here to talk about my Final Year Project Ive been doing at Staffordshire University. The basic gist of things is that I am designing and creating a character and accompanying art style for use in UDK. There will be some HLSL on the side so that in theory the character could be made use of in other engines as well.…
So after block out and design refinement you usually want to start getting in the actual rough visualizations of your assets. This will usually focus on your environment and architecture kits. You want to think big to small. Start roughing in your modular kit that you intend to use across the entire level. I wouldn't worry…