Thank you very much! Today when I was reading Autodesk documents. It says:" The other very popular use for tangent space normal maps is the deforming of characters. Because the tangent space normal map defines the details of a character relative to the surface, you can stretch, move and deform your character, and those…
Plan ahead and create one texture map that contains each of the elements you need, a wall section, wooden plank, window etc. Then place the UV islands for each part over the corresponding area of the texture map. If a UV island is larger than the corresponding section of the texture (at the desired texture scale) then…
I personally started by creating characters and i realized that i'm gonna be dealing with the same stuff all the time (body parts and clothing), with about the same topology but some different variations. I don't really enjoy the idea of it. I also do not like spending alot of time on the same thing refining it,however…
[ QUOTE ] All sins may be forgiven. This is pretty much standard issue Christian belief. Consider the example of St. Paul. [/ QUOTE ] if you really believe all christians use this as an excuse to do whatever they want, you're almost as out of touch with reality as those zany "extremist muslims". Sure, some christians do…
Ratteler: Some people prefer quads these days because an all Quad mesh subdivides much cleaner than a mesh that contains tris or n-gons (polygons with more than 4 sides). Subdivision is primarily only important when doing high-polygon work (for prerendered work, or normal mapping). Some low poly artists (myself included)…
As his current role model, it's important that you make him aware that people with any skin colour can make it into game development. But I'd strongly warn you not to make it a strong focus of your argument or motivation for him. Game Art contains people from all walks of life... Internationally, there are soo many damn…
And now,an overview of my third set of map! It contains all separate pieces except the pipes. It's already symmetrical and overlapped for the two sides. Final map will be a 2048², but I work with a 4096². My technic to pack it : Step 1 : separate :long and thin pieces, round pieces, square pieces and rectangular pieces and…
I studied Emotions in game design for my dissertation and part of it was analysing the game artists role in the creation of the game experience. I found textbooks that talk about a few ways in which games designers can be considered artists. “A close consideration of game space reveals a broad range of aesthetic…
took a look at your texture flats again, and it seems some of the brick wall is repeating in the texture flat, which is essential wasted space, you should re-work that area of the flat to make it all unique. your going to be fighting obvious tiling on a larger mod scene enough when all your texture space contains unique…
thank you guys :) @carlo: we are absolutely buyable :P @swizzle: we have a permanent chatroom on skype, there is no real design agenda, all teammembers are pros, the style has developed and still develops a bit but basicly the artdirection is settled so its kinda easy to work within the style. When it goes to Characters,…