@BI0H0G - Here are some pros/cons: + The smooth edged geo and modeled details allows you to not bake from a full highpoly, so you won't have a pixelated normalmap on a large scale asset (such as your vehicle, which would require huge normalmap if it would be baked). Also it saves time because of the no highpoly. + The…
tyler - again, with the good ideas. The truth is, I'm pretty much looking for what ever. I'd like to teach, or maybe do some tutoring... or some contract stuff... something that, for now, would allow me to continue putting most of my energy into the games i'm makin with mah start-up here. just a little supplementary…
Cast looks almost clean! :) SOme of the things i would recommend you do, 1st is to fix your uvs a little bit. Not sure what you are using for uv mapping. But clicking pelt and doing a relax doesn't cut it. Using uv layout and all those programs dont give you perfect uvs at the click of button either. You need to be sure…
edit: by the time i finish writing there are 3 new replies frankie: fair enough, so to make sure we are all conformed, I will state that I consider good art, the art I wish there were more to see of, anything that expresses one self. emotion is a genuine thing its perfectly pure and the more honestly you express it and…
First of all I love the style and simplicity. Your pixel work is great. I gave this a try. My R4 had started collecting dust. This game is a lot of fun. I'm impressed to find this level of refinement and enjoyment in a homebrew title. One of the best I've seen. The controls are simple, and the visuals are perfect. I have…
This seems like a really beautiful idea! I LOVE the idea of a game in the visual style you described! That said,I agree with the previous posters that your art team has not quite got that together yet and the weight of the character's motion programming looks incredibly unpleasant to control. Vraz has no inertia when…
I'm talking about basic CG lighting techniques nothing advanced and not really engine specific, if it happens to apply to engines or other applications, then great. I came to the conclusion that omni lights are less efficient at casting shadows after doing quite a bit of test renders in 3Ds Max on big scenes. Lets be clear…
Hi polycounters. I'm a part-time game artist, former full-time game artist. I have a wide range of experience but usually get slotted into the technical artist category. The past few years I've been focusing on making asset packages for the Unity asset store. I've also built some prototypes for games using Unity and visual…
Amplify Motion is a industry proven, complete and fast full-scene vector based motion blur effect that works with all opaque and coverage/alpha-test surfaces. It supports both stationary and moving objects as well as Skinned, Cloth meshes and non-transparent particle systems. Capable of handling all translation and…
I'm working on a project along the lines of the Sherlock Holmes series and Hyper Light Drifter combined into some strange, sexy mess of a project. Currently I'm talking with a programmer about joining, but I'm essentially doing everything myself at this point. I'm currently writing out a design bible for it, so it's still…