Saw this elsewhere, some amazing work with palette cycling from the early 1990's. http://www.effectgames.com/demos/canvascycle/ I remember seeing this back around the time it was made and being amazed by it. It's amazing what you can do with limited colors. Someone also pointed out how Bungie used palette cycling for…
Hello , looking at the game red dead redemption I was wondering how it could be possible to imitate the same feature of having rain forming small pools of water here and there and have them with or without the raindrops inside and that they have also the little splashy effect when you walk in and finally that thy last a…
Whatever you end up doing, first and foremost you need to use the proper shoulder placement as done in your previous thread. There is no point worrying about complex pipeline issues (tpose, ypose or a clever solution using both) if the model you are testing things with has deep flaws to begin with. Overall you need to…
For determining what style to use, well that was decided way back on Uncharted: Drakes Fortune (well before I started). So its not hard to follow the same style already set by the first and second game. Also the awesome concept team creates concepts that really exemplify Uncharted and that always makes things so much…
I hate the soft I'v been spending most of my time in for decade already . It's Substance Designer. It's rather love/hate relation actually and I still couldn't find any alternative . It's non destructive everything and super cool indeed in this regard but gosh wouldn't they do every node most inconvenient way ever…
Last time I used it (which was a few months ago) it still didn't allow for intuitive placement of points and curves in 3d space. Meaning that the program gets extremely frustrating when modelling anything based on an approved piece of concept art typical of a game art pipeline. It's great to create CAD-like parts VERY…
They actually said they'll release the tech "this autumn", excluding the 3rd party assets of course. How well that tech integrates to users' projects is something I'm a bit skeptical about - their Blacksmith demo assets throw a ton of errors for me once they're imported into the project. I just find it kind of funny how…
Lack of clarity on my part. I consider myself a hobbyist, because I do it all on my own time. How I want. When I want, etc. When I sell my first copy, I'll be a published hobbyist. I've been fooling around with 3D going on a decade and a half. (I can get all nostalgic about my doom modding days, when seeing your work in…
The editor looks great.. My thoughts in no particular order: No more vis blocking needed for an FPS, or portal creation. The engine handles all of that. This is pretty huge IMO. The terrain editor in general was impressive. The carver, plus the vegetation creator was nifty. I wonder if you can control the grass with a…
yah, it kind of sucks in a way. It took me a while to realize that my work was repelling employers partially because it just wasn't relevant to the games industry. I knew the tools and tech, I just didn't show that I could be plopped down into a modern game pipeline and crank out the kind of art they needed. On the plus…