Hi! My name is Pippi, I'm a self taught illustrator, and I enjoy creating ideas in a variety of styles and making interesting and compelling images being digital illustration my main tool. I ve been working as an illustrator for 5 years for indie board games companies, or personal projects, and I'm also interested in…
Good read. But I would totally follow up with a studio that's on radio silence for weeks. Thinking "they got their stuff in order - I'm just not good enough" is - apologies - a bit naive. I encountered studios who lost applications, spelt names wrong, offered me wrong jobs or simply forgot to reply during an ongoing…
Team name: Group of <insert amount of members here> Project name: Panacea (working title) Brief description: Panacea is a short game demo and an experiment into horror games and how to scare the player. We plan on the playtime to be roughly 30 minutes in a hotel of 6 floors. We are an organized, professional and dedicated…
Cartoon Island is a based on comic as a same name. It has excellent graphics and video quality. Its game play is not too tough but it is very enjoyable and easy.
The problem with conversion at either export or import is then you end up with several different places a mistake can happen. I mean you take time to figure it out once and you shouldn't theoretically have issues again, but still... when you do it's a headache and the more variables involved the longer troubleshooting…
Hi everyone, I spent several hours searching the internet to get the absolute technique to achieve the result of what Crytek did with Crysis. I found couple of thread here and there of some people asking the same question I'm currently asking, but I never found a thread that answered the question. Unfortunately, i'm not…
What pior had to say about starting at the end is really useful, and would be a great time saver. Apart from that, the way I deal with a complex model is to break it up into as many pats as I need for sculpting. The model below is made up of 16 subtools. Im only interested in game models so I have to make a low poly…
This is the problem with autodesk, they never really fully implement tools that they "acquire" from the community when they claim them as new features. First there was editable mesh, then the community replaced it with editable poly and they integrated it poorly by duct taping it onto the side of max, leaving two methods…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…