So, i'm really impressed by the amount of people here that feel pleasure sharing their knowledge and even their final works, ultimately targeting the improvement of others. That's really great. It's something that i'm very used to in the software development community and it's nice to see similar behavior around. However,…
Starting to beef up my portfolio with this Jumper Mech I found on cghub.com. Here's the concept by the amazing Soren Bendt Pedersen. I really love his concepts and visual language. http://cghub.com/images/view/138398/ Here's my blockout. LATEST UPDATE!
Hey guys. Pimping something else that i can't quite say what im using it for yet, but could use some knowledge from everyone else here . Im working on making a dropship that could do literal hot drops from Orbit to attack other planets, but also short runs. It could technically be based off the Pelican from Halo, because…
Hi As always I am on the look out for quality material donated for my students to explore in relation to what we teach. It will give them a chance to pull the product apart and explore them in there own time. While lecturer staff do come up with material and we employ Visiting Lecturer staff to help do the same the more…
Hey everyone, I posted here: http://www.polycount.com/forum/showthread.php?t=138397 as well in the 'unpaid' section. My name is Justin and I am the Project Lead for INT. We are a Sci-Fi, RPG, styled as a 'space western'. The game focuses on party combat, exploration, and quests in addition to other elements such as…
I'm looking for someone capable of making good hand painted textures. I want to redo all models from a game prototype, and it needs a solid style, similar to those examples: http://www.ryanmurraydigital.com/uploads/4/7/6/5/4765382/2854256_orig.jpg…
That's an interesting sounding game. Seems like animation will be pretty important to a game like that. After getting your character done, working on animation would probably be a good next step. As for art style (and general methodology) when you're just starting out, keeping things simple is often better. The more…
i think you would be better studying reference a bit more and working toward a good solid low poly mesh with a better topology(i'm roughly guessing this could be fit for purpose at around 2-3k polys). if its any help, cRA5H in this thread http://www.polycount.com/forum/showthread.php?t=138341&page=2 has linked to a stubby…
Please look at the wiki. http://wiki.polycount.com/wiki/Topology If that still doesn't give you explicit examples,. come back to this: http://http//polycount.com/discussion/138341/the-great-3d-game-art-giveaway-thread#latest