Hey yawl. We're a fairly small indie studio who made The Fall. My next project is nearing the point where it's ready to be shown off, but there's just one problem - I'm a terrible graphic designer! I need someone who can understand the project I'm working on and help me put together a cohesive graphic design with a logo,…
Hey everyone, my name's Greg, and with a couple other people I'm working on a cartoonish iPad mini golf game called Mosaic Mini Golf. It is set on a cute island with a number of very different environments.The development is rather advanced but lately with have hit a road block with the art direction. :( Basically we have…
http://www.routinegame.com/ I posted the trailer on the cool thread, but the more i read about it the more potential i see in it. With some realistic physics and some thrilling maybe psychological elements this game could be awesome! the game looks pretty retro. I like the art style. Any thoughts? From the website above:…
got bored so I made a simple isometric tile generator - complete with low resolution filter (when I remember which computer I saved it on I'll plug this into my hex tiling node) you plug in a square texture for each wall/floor and voila - retro fun If I remain bored I might implement normal maps and associated lighting -…
LoL sure use a high to low workflow thats clear. Hard to make out if they use normals + diffuse or diffuse only with higher polycount but likely diffuse only as you said, yes (As I thought both use normals, that would have implied Dota2 uses normals too - aka what I said) Dota2 uses normal / spec / fresnel etc the full…
The thumbnails should really be of a single image, rather than the 1 and a half you have currently. Also, don't feel constrained to stick with an almost square image; most of your images would probably show better in a landscape format. There's no need for your about information to be on every page of the portfolio; move…
I don't know if you can consider the plot to be dumbed down, it looks like it's more of a case of where a B/C-Class movie got a LOTR budget scale and VFX green-lit more then anything. I mean it follows old school cliches to the letter honestly, "Man is the most savage of creatures", "We are the real monsters", "Vox Populi…
I agree also with the others saying that the material needs more work. But about the barrels, I'm splitted. It's true they does not look like the concept, but the way did them, it make the overall picture more realistic. In the concept, the barrels give a kind of retro style (nothing bad about this)or like what I've seen…
thanks for the blunt feedback, gents. While I agree with the overall feeling of 'boring-ness', I do think my realtime XSI captures strip a bit of some of the work I put into the textures and normals...but he needs alot more character. Here's a screenie of the lowpoly newly retopo'd head (now down to 2010 tris) in 3dcoat:…
this is good work! i think your use of grunge is on the cusp of excellence. it's very good. personally, i dislike noisy materials. however, i recognize it is a look that a lot of artists and projects intentionally aim for, especially for cost effective realism which captures a 'retro' 90's photo sourced nostalgia or grainy…