hello all, I'm currently building a a small modest deathmatch game. I need somebody to help out with a couple of character/player models. I'm going for a Tim Burton-esque goth world and characters. the player models will be cartoonish in nature. this is not paid work. When completed the game will be released for free.…
Here's an update. I focused on the entry path of the aircraft and tried to make it a much older looking crash site so the player would not know if the pilot had survived and moved on or died on site. The original theme was the player would be searching for the pilot to find out what happened and has just discovered the…
Someone will likely move this to the correct thread. Questions to ask yourself are: -how big is this object -how close can the player get to it -can the player view it from all angles You can determine what areas are important and can you overlap uv's to save space and get more out of your map.
It really depends on the object. Usually things with more detail you are going to want to give a little more space, that or things that are right in a players face. IE a tower that a player walks up to would have a lot of texel density on the bottom, and less on the top. It all depends on its final application what gets…
I'll echo Bagel and point out scale, composition and level of detail as the main aspects blunting your work. You're pretty good, but these aspects—key in environment art—need further attention here. Buckle up because this post turned out long! Scale, composition, level of detail Their importance lies not only in making the…
Job Title: Senior Artist / Future Art Director Ideal Candidate: Versatile illustrator who understands the 3D pipeline and can execute the visual and creative vision for a new game. An individual contributor who hopes to transition to the role of Art Director. Location: Anywhere. Fully remote work-from-home. Position Type:…
Sounds awesome! The wording on the 'About' page is terribly vague, though. It's presented like a single-player game, but the mentions of a persistent world and 'thousands' of other players suggest it's more along the lines of an MMO. Can you maybe clarify for us, flaag? Please, please, not another MMO.
Hi Rekmar, I'm new here and i'm looking for generic human body references to modelling a soccer player too. =) Could you tell me what reference have you used to do this? or how you started the soccer player model? Thanks in Advance, Gustavo
The next version should have a lot more client side effects, like the muzzle flash. We added client side gamecode before 1.5, but we haven't used it yet. One thing to solve the player visiblity is to set fullbright players in the server creation menu.
Na... maybe I should have expressed that differently. Morrowind sure was great in many aspects (and not so great in many others), but it was a game for a special kind of gamer (hardcore RPG player) and not for everyone. Thus it is strange that they were able to generate hype for this game in 'not hardcore RPG' players.