My name is Nick Seavert and I'm the founder of JangaFX. We're working on an insane new tool called EmberGen (still in alpha). EmberGen lets you create volumetric fire, smoke, explosions, and other volumetric effects within seconds. This tool is tailored towards VFX artists in the game and film industries, however we're…
So Max has been my go-to modelling application for the last 10 years but things really seem to be slowing down on that front. I am seeing a lot of other applications ahead of the curve in terms of tools and responsiveness. Right now I want to model some more complex geo such as vehicles and buildings which have insets on…
Hello All, This gun design has been in the back of my mind for sometime now. I have done a few small weapons with only a couple being decent enough for presentation but not something like this. So far this weapon is nurturing alot of growth in my high poly hard surface modeling skills. The gun is modeled in 3DS Max and…
Hey everyone. It has been a while since I posted new art here on polycount. My company, Escalation Studios, unveiled one of our projects at Quakecon called Eternal Fate. It's an action RPG with a light-hearted style and a variety of game modes. What we showed off last weekend in Dallas was an interactive demo of PVP. More…
Dark Storm PC Game Indie Hiya, I'm Danny. I'm working on Dark storm an upcoming PC indie game a start up games company Fenrir Studios. Adarkstormiscoming.com The Dark storm team is currently looking for quality Animators, I'm currently looking for 2 animators with strong body mechanic and acting skills. Requirements: An…
Hey guys well first off thanks to those of you that have answered my dumbass questions both in the 2d/3d disscussion and on MSN..thanks alot guys And so...heres what I came up with:- http://www.hedgeart.com/wips/shack1.jpg http://www.hedgeart.com/wips/shack2.jpg http://www.hedgeart.com/wips/shack3.jpg Nothing special but i…
been haveing a few problems with the normal maps from a prop im working on. getting some pretty extream gradients on my normal map, which are causing a lot of artifacts when UDK compresses my normal maps. here is a shot of my model with wires. and here are my UV's with the normal map. i have assigned hard edges to all my…
Fistful of Frags is modification/conversion for HL2-Source engine (2007 version). Released almost three years ago, is a well known western themed FPS. It combines original game types like 'Fistful of Dollars' with cooperative mode against AI, DM/TDM and even duels using an unique free aim system (one of our latest…
After seeing Ben Mathis'/Poopinmymouth's tutorial on how to do flow maps in PaintShop Pro, I realized that there's a very simple way to create flow maps in Photoshop using a simplified version of his method. First, either render out or copy the cone normal from Ben's tutorial: It helps if this cone image is the same size…
Hi all, CloakWorks is putting the finishing touches on a Unity plugin for our Shroud(TM) real-time cloth physics technology, and we need some example content to show off what Shroud can do. Shroud makes adding high quality, interactive clothing to characters a practical option for game developers: its very fast, works…