This looks so great! What would be the workflow to create my own presets for the LITE version of Polistein? Same as with the full version? cheers and keep up your great work! ;)
Website: http://www.wakeupcallgame.com/ Facebook: http://www.facebook.com/wakeupcallgame Intro: We here at Leatharian Studios are looking for an experienced and dedicated Programmer. If you have skills and are interested in working on a highly organized and professional team, then read on. Where the Project Stands: Wake Up…
Sector 1 - UE4 Polycount Thread Detailed breakdown of the scene A sci-fi passage based on a concept by Pene Menn. This was my first time creating a sci-fi scene. I really like the way the colors are used in the original concept art. Creating this scene was a great opportunity to learn how to assemble sci-fi objects. I also…
Hello Polycount! Here is an article/tutorial I wrote yesterday and basically it's about creating a turbulent-like movement for particles without using a vector field or similar. It felt better reposting it here rather than just linking to my website (good or bad idea? layout got worse). I'd love to hear your thoughts, if…
Market Stalls Recently created some market stalls for Three Winds Games medieval strategy game. For the wooden frame I sourced a CCO wood texture which I tweaked in PS before creating Roughness, AO and Normals from it in B2M. The carts seen in the seen also use the same wood material. For the stall cloth I first simulated…
You're right, the main approach of Surforge is polygons. As you know, for working with bitmap things, there are already great proven software. Surforge works like as if you were creating your texture elements in the 3D editor. This opens up some interesting possibilities. As texture in Surforge is actually a 3d scene, you…
Now I'm only a small speck of a beginner in the Dota 2 Workshop world, but here's my observations. Valve has stated that they want to weed out low-quality submissions to the workshop. The trend by Valve to support this has been the encouragement to create almost entirely character-altering sets containing new character…
the profile looks great. if you are planning to release the head as a texture package, i wouldn't make it very high-poly. i would totally ditch the eyelid mesh and let the texture-work do the talking. make eyes like the MoP models. the spot under the nose is most-likely being caused by this 5 sided n-gon. 3 things that may…
Vahl: I Will probably take your advice and pose the character into a T pose before moving on. I really want to keep the proxy mesh as simple as possible, so I won't be adding more lines at this stage. Thanks for your crits. Shotgun: I've learned that creating a skeleton and doing the muscles over em might be great practise…
It depends on the studio, the project, the Art Director, and other factors. It can range from 'here - create this exactly as described' to 'make this game level based on rough ideas...feel free to do what you want with it to make it cool for the game'. I can't think of any problems that would stem from getting really good…