"serious games" is what would traditionally be known as "simulators". like flight simulators like MS flight simulator, Il-2 sturmovik, DCS, Falcon 4 and rise of flight. Ground combat simulators like ArmA and VBS, and combat missions. naval combat simulators like dangerous waters and silent hunter series. tank simulators…
non replies are the default. Usually the options for your application are toss (pick some bad/mediocre art from deviantart and you know those applications)/ file / forward. Unless a studio is searching desperately for talent, the time till they get back to you is a month. (my personal record: a rejection post-card from…
thankyou butperhaps I should quickly explain my usual workflow ... 1 I model a low poly mesh , barely resemblng what I need to do in 3dsmax, then I export the Obj and Import it in Zbrush , I sculpt it all and then I export the HP and the LP versions of the zbrush levels ... I reimport the LP version exported by Zbrush and…
so from my understanding. physically (unbiased) rendering engines generally are a bit easier to operate ? since its rendering is based off of calculated light pathing - though it gives the user less control compared to the biased engines... and in general, takes longer to render a product. while the biased engines allows…
try not to fall into the trap of thinking modern guns are "boxy" or easy to model, here's some ideas... Pistols are all about back-end detail as kimono pointed out. You'll never find something that looks mechanically the same as what you have there - the hammer couldn't operate and seeing pistols modelled like that looks…
http://www.wattsatelier.com/home.html These guys are using charcoal [pencils],not charcoal sticks....pencils with charcoal. However, Watts Atelier emphasizes holding your charcoal pencil differently then when you hold a regular pencil to write with, so there's still a technique involved. [ QUOTE ] Holding the Drawing Tool…
Ask GPT about "alpha test" , "screen door alpha" , "alpha to coverage" speed tree uses and "Hash alpha blending" Blender uses . Might be useful for your topic too. Games hardly use classical alpha blending at all . It creates z sorting issues and calculative expensive. Some games also do alpha channels with gradients and…
One advice I'd like to share is that once you have a 3D character that demonstrates process and technical details such as high -> low, UV mapping, texturing and presentation, for future models I would focus on making detailed high res sculpts that show anatomy and also include creatures and hard surface characters. The…
Hi Alexandr, When somebody asks me such a question then my advice is usually to start with some much smaller projects first. There is no such chart. Every game is unique. That's one of the first things that you learn. The "trick" that you search for is called prototype. There is no better method than to simply try it out.…
@macke By default, that number is usually 2048, but you can specify the resolution of the texture used if you want, allowing the texel density to be calculated appropriately for different texture sizes but still remain visually consistent. It's very useful in games, and we usually don't need to change that value doing…