We are working here also on iPhone games but just the main developer is using a mac next to his PC. I am creating assets and editor tools with unity on the PC side, and because we rely on FBX as well as PSD for the content of most content there is no problem exchanging assets and game content. Even our main developer uses…
I think really pushing the foliage in this piece will help it a ton. Right now it feels like an area that would be covered in vines, with grass shooting up through cracks in the floor (like Uncharted), and beams of light wrapping around some of the larger slabs exposed to the sun. I also think the blue swirly things could…
Been a few days sense i updated. Been working on the front of the room. The large angels should be done by late tonight. For the Spec/Rez issue on the floor it has been taken care of. I was working on by business cards earlier and forgot to switch back from CMYK. I didn't notice this until I tried to put the actual PSD…
hey the concepts are good but lacking depth, check out this guys techniques. http://itchstudios.com/psg/art_tut.htm Ive been refering to this page of hints quite often because I find it difficult to really make my characters come alive and have depth and detail in the right places. A key thing Ive learnt lately is to think…
@Poop. You seem to be schooled up on monitor calibration. Maybe you could drop me a few lines of help? I've recently calibrated my 2 HP's (with a Pantone Huey Pro), and whilst the colour is really fantastic, the colour looks off in window's default image viewer (reds go to browny oranges) as well as the same colour fudging…
Definally derived completely from Silent Hill. Be careful you're really making a "psychological horror game" and not "bashing freaky monster with a pipe" game. Environments are very cookie cutter perfect minus the dirty textures and that one rotated picture. Try grapping a lot of the vertex's and shake them up a bit to…
[ QUOTE ] I couldn't get my build to run, so the DD in question asked to look at my 'tool' (that's the moniker that Sony decided to give their PS2 devkit). So I start tittering like a schoolboy and saying 'oh yeah, you wanna examine my tool eh?! I'm calling HR!'. It wasn't even funny in hindsight. Just so ingrained in my…
this topic is a good read indeed, i am glad I have decided not to follow up a route in game art. My friend on the other hand is still blind to these problems or ignoring them(both went to the sand lectures) thinking a degree will make everything alright. He wants to be a concept artist but is not particularly bothered…
I think that it is only .TIF images that can be saved out of ZBRUSH as 32-bit images. I found that I got "steps" in my displacements when exporting them as either .BMP or .PSD - even though the files looked pretty much the same to the nekkid eye, the extra bit depth helps smooth out the displacement alot apparently. I have…
"Sorry for asking a question in your thread. Can you add skeletal characters exported with ActorX into this? I wouldn't mind seeing how my work looks in UE3." You sure can. Just like using UE2, you can use ActorX export a .PSK file and simply import into the engine. If you don't need bones, a .ASE file (static mesh) will…