Good day to
anyone who reads this! First of
all, I'm terribly sorry if questions like mine already been asked here, but
I’ve read the Wiki and find no answers I was looking for. I'm not
claiming to do a main character of a AAA story driven game. Making generic
monsters for some decent action rpg or rts would make me happy…
"like Vitaly Bulgarov, Alex Senechal and Mario from Elementza just to cite someone." Yeah - these are extremely rare positions to secure. 99.99% of the aspiring "3d people" posting on AS will not get such positions - because not only are these spots rare, but it is also *extremely* rare to find a 3d guy with a design sense…
Indeed Brian. I mostly like my art to be imagery. I have yet to test my 3d stuff. I haven't seen anything rigged or anything, and so far I've only used 3D as a thing to boost up my conceptual work. Yet the thing that I don't like about concept art is the learning curve. You have to study mostly on your own the…
wow guys, thank you very much for your help and all the references. they're extremely useful! i've already collected some references, but more is always better. dzibarik - thank you man for all the references and the paintover, they're awesome! you're right, lighting is not too realistic - i'm trying to go for a more…
Yea simplygon is great. Hands down best LOD tool out there. The thing that impresses me the most is that it handles doing LODs on skeletal meshes and it can respect/preserve morph targets on those skeletal meshes. So lets say you have a morph target that makes your character obese, that shape holds up through the LODs. The…
1. Formulate a high level concept of the game, this is essentially a presentation that defines the game to anyone who is interested, its essentially a pitch. But its also used to keep everyone focused on the same game. 2. Begin to get all your development pipeline in order, what engine? what source control? build process?…
I feel like a lot of your work is either unfinished or just needed 3 more weeks on it to add more details and fluff. Your Cathedral is nice, but how is that gona translate well into a game? If its not for a game, but cinematic, then why is the rest of your work around game are quality? I noticed immediately that your…
For technical art you don't need to animate, but it helps to understand their fundamentals (also generally you need a very strong understanding of technical 3d fundamentals). Creating a solid rig from scratch i guess should be a very basic thing, so it should be expected from a tech artist. The advanced rigging solutions…
Ahhh I finally get what u are getting at Pior! You'll have to excuse me for being dense! Yes! Artists have the tools to do amazing work! I agree. We are at that threshhold with tessellation what is possible in Zbrush for the most part is what was imagined realized! ( except for perhaps character artists: a dynamic solution…
Hello all! I’m looking to snag a pixel artist to work on this project that is specifically designed to help people break into the games industry! Experience preferred, but none necessary. Having a game on Steam that your interviewer can play is the ultimate resume. This would be a revenue sharing project with a timeline of…