Introduction: I apologize in advance, I know it's A LOT, but bare with me :) You can skip to important parts if needed. Hello, my name is Jack. I represent SymmetryGames as the lead 3D artist and Director of Prevail, our latest game concept. The essential reason I am posting this thread is because our team has…
While I have to agree with the rest, especially the engine part, which is just a giant tempting black hole many programmers fall through, Brigador has very cool and unique art. It is clearly intended to be "Tiberium Sun" cheesy and old school. It is niche but in todays world you have to be niche. Its likely not as mass…
I apologize, because this post will not be feedback on your model, but rather your priorities. What will deliver THE ABSOLUTE MOST VALUE towards your player's experience? If your answer is "the material on the vest looks realistic" or "the head looks right" then you are focusing on the right task. But as the only 3D artist…
yea, the LOD issue would be easily fixable if most of the large/medium forms were done with geo with custom edge normals, and then things small/micro details like screws are done with the decals . on almost all the models above, the decals could be dropped on an LOD more than a meter or 2 from the player, those grenades…
in may 2006 warby and i started a little something. since this autumn we finished this piece of hard work. until christmas i will post some more screenshots to not waste all of our fireworks at one time. take this small picture as a teaser! more is about to come soon! Update1: as you might have noticed there is a brewery…
Hey guys. I've had this cool concept I found long time ago been meaning to make environment from don't recall the artist since its been a while. Not sure if ever was for anything in production. I've really always wanted to do a sci-fi environment one of my favs and really need to start getting some complete work together…
I'm looking for a low-poly 3d modeller to help create environments and characters for a sci-fi adventure/action/rpg game I've been working on. It's a small indie team (right now just me and a designer). We have made a lot of progress (I'm mainly a programmer - the engine is complete and I am sort-of-decent at 3D modelling…
Hi, I'm Will. I have a Computer Science degree with a gamedev focus, I've been working on an online/co-op topdown arena game where players basically fight each other until they're the last survivor. Like a Battle Royale! I've implemented most of the core systems for the prototype that I plan on releasing to Greenlight and…
I'm sure you could model each piece at way lower than 500 polys. NM will pick up a lot of the non-silhouette detail. Remember that a player's view of the track will be limited(unless player can crawl on the ground) And a modern AAA tank at 100K wouldn't be that crazy. It's not the polycount but the on-card vertex count…
I agree on the scope thing, the eyepiece rubber guard thingamajig needs more segments. You could probably add more segments to it only, and just collapse edges to vertices behind where the player can't see. Since the rest of the scope is at an angle the player would not likely notice that it has less segments than the…