Hello! This is off to a really strong start! I have a few pointers, mainly generic things. The first thing is probably more of my personal preference, but try to present your sculpts with a blinn shader or something similar. This is mainly because a lot of shaders can hide a lot of the detail without you realising it. I…
(outside of asset creation) it's native, no 3rd party creation or scripts drive the visuals and most use the same shader. Shuriken handles 95% of spells, sometimes mechanim when necessary event triggers are handled through front-end and most of the challenge the magnitude - memory, draw calls, overdraw/LOD system visual…
It started in october but no one saw it ? :< So i'm making this a 2month thing. @josegr : It depends on the theme, some are strict other are really free like this one. You can do either a character, a creature, a props or a complete environment It's up to you !( where did you see xmas/winter O_o ) Oh yeah half the post was…
1. American Gangster (really, really good movie) 2. 3:10 To Yuma (someone else saw this, woot!) 3. Rescue Dawn (it's all about the Christian Bale) 4. Ratatouille (great fun) 5. Zodiac (very interesting and enjoyable if a bit long) Kinda regretting that I didn't go and see Superbad or Knocked Up at the cinema, everyone said…
Hello and welcome to my drafting process! I am posting this close to the deadline because I was suspicious of putting my ideas in front of what is essentially combatants in an arena. I don't consider myself a paranoid person, but I have had to deal with plagiarism in the past, so there you have it. I'm scarred. This…
Thanks for the replies everyone! Loves me some polycount love. I wish I could do individual replies for everyone but I'm supposed to be doing my taxes right now :X Thanks for all the feedback and crits, I've reworked the anatomy and general proportions a bit to bring her closer to the original proportions she had. I lost…
Cool a couple texturing questions. I started with designing the highpoly then bake the info down, with the texturing I used photoshop and I broke it down into three sections the dark brown, silver, and when applicable the yellow tubing. I spent a few weeks doing several different texturing approaches until I found the one…
This thread is awesome, so many long informative posts. Mark Dygert, Dustin Brown and pior: great posts. Many interesting points of view. And I think now that we're dealing with many layers of trouble at once. Being up to date with game art. Pior's list was exactly was had to happen to make jump. I have to repeat to her…
I'm all for making games more challenging (but keeping them fair) but I'm not sure how that would work at all with JRPGs or games that attempt to keep their gameplay in that style like Child of Light. The grindy nature of these games makes it so that the only real challenge comes in encountering an enemy with higher stats…
I mostly use morphs in speech and I do skin up the face before making morphs so I do use the bones to roughly deform the mesh, but I do a CRAP-LOAD of vert tugging to make the morphs. Depending on the character I might use specific morphs around the eyes or brows to get specific effects like a brow crinkle or scrunchy…