The social life aspect is really upto you and more dependent on time management if anything. Not having too much of a social life during school where you are focused on developing your portfolio and profile isn't necessarily a bad thing. The not working while attending school I don't get. Its possible to do that here in…
Happy Easter to you as well Butcher, and everyone here at Polycount! The chute elements don't fly away, they stay in one place and channel the ammo into the receiver of the weapon from the ammo source. I placed ammo into the chute to convey what it looks like when in use, I guess it created some confusion. The ammunition…
Looking great, and motives is right god is gearing up to smite a few kittens, so you best hurry with the unwrapping =P Scott hit the points I was going to bring up. Also remember that most weapon models will be viewed from "back and above" when in game. Sometimes accurately modeled barrles and far away parts get really…
hey man great idea for a piece, lovin it. i imagine cross shaped christ rays coming from it...evangelion anyone? ok enough love down to the gritty stuff, while the overall form of it is awesome, i like how it looms over, and i could totally imagine a character approaching it in a sequence similar to the jenova sepheroth…
Hello, me and a friend decided to team up and try to make some items for the game. We decided to start with the anti mage, and started with the weapon. here is the concept: i started modeling in 3ds max and did the base mesh. And here came some problems so i was hoping you could give me some pointers. one thing i tried was…
First sketches: More detailed concept: Applying the concept on a UV body sheet: Photoshop progress so far: (these are just contrast colors not the final ones) Star creation: And the tail: Here is a in-game workbench screenshot: Creating the "plasma": Giving some reflection to the plasma, and reworking it a little bit -…
I am looking to outsource some game content to the right people. We are looking for artists who <font color="red">have experience</font> with texturing weapons or vehicles. Weapons 2500 Tris max (No Normal Maps) Metal : 1024x1024 Wood : 1024x1024 Or just 1 2048x2048 Specular Map Additional Maps may be specified Vehicles…
The fps weapon is not my area but I believe all those extra edges are absolutely redundant. You can get same shading by either face weighting vertex normals, makeing vertex normals still perpendicular to main surface on floating geo and leaving the shading strictly for a normal map, projecting vertex normals and so on. IMO…
@Finnn You talk about imagination like it were nothing :) , and it's not something so simple as you may think. We still don't understand how our brain/mind really works. And of course, creativity is not related exclusively to "art" and "emotions", we use our creativity making manual tools for example and for too many other…
Having released Slarks Shell Dagger a few days ago I have had some messages and comments about the transition from concept to final and how to keep things similar. I don't have the time to do a detailed rundown but I do have a bunch of saved files which chart the progression mostly well and I do use pretty much the same…