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Game Artist

Game Artist

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NormalMap What is a Normal Map? A Normal Map is usually used to fake high-res geometry detail when it's mapped onto a low-res mesh. The pixels of the normal map each store a normal, a vector that describes the surface slope of the original high-res mesh at that point. The red, green, and blue channels of the normal map are used to control the direction of each pixel's normal. When a normal map is applied to a low-poly mesh, the texture pixels control the direction each of the pixels on the low-poly mesh will be facing in 3D space, creating the illusion of more surface detail or better curvature.

stumbleupon Germany-native Jeannette Woitzik is an artist with a fantastic imagination. Her artwork is filled with sweet and blissful scenes. As the artist states, "Most of my images contain a surrealistic atmosphere and sometimes this serves to express my feelings." She has a talent for taking away our harsh realities, replacing them with soft and lovely dreams. Jeannette Woitzik's website

Game Character Creation Series: Kila Today we're extremely excited to welcome veteran 3D artist, character modeler and author, Antony Ward to the site as we launch an amazing new software independent tutorial series, for all you aspiring character modelers and game artists. Over the course of this extremely in-depth series, you'll learn the techniques and theory behind creating a stylized, high quality female character for modern games. Focused on traditional poly-modeling, rather then digital sculpting techniques, this series will help you build a solid foundation and a true understanding of the character creation process. With nearly 20 years of production experience in some of the game industries top studios, Antony offers invaluable insight into the various aspects of professional character creation.

Download 67 free hi-res HDR files from HDRMAPS Wednesday, April 16th, 2014 | Posted by Jim Thacker Originally posted on 28 May 2013. Scroll down for updates. HDRMAPS.com – aka artist Grzegorz Wronkowski – has made 24 hi-res HDRI files available to download for free. The images range from industrial interiors to landscapes under quite a range of lighting conditions, and are licensed for use in commercial work.

Current state and the future of HTML5 games Browser games are, in the vast majority, developed using Flash technology, however more and more often we come across HTML5 productions. What is the reason behind the growing popularity of this technology, and why are game creators so willing to sacrifice Flash for HTML5? The answer to this question should be preceded by a brief explanation: HTML5 is not a programming language (despite the common phrase “HTML5 applications”, games are programmed in the JavaScript language), but rather it delivers APIs for new solutions like Canvas, WebGL or WebAudio, which are responsible for crucial components within game creation allowing them to run in the browser. The game's foundation is Canvas on which – colloquially speaking – we draw; this particular element makes programming graphics displays possible. Additionally, thanks to WebGL, Canvas allows us to draw graphics that are hardware accelerated by GPU. Why not Flash?

Rat Bird! - Page 2 Keen: Thanks man! MeshMolder: Thanks! (MeshMolder asked me in a PM how I made the cut lines in Zbrush, and I realized I never clarified that I ended up not being able to make the cut lines look right in zbrush. So in max I turbosmoothed the mesh once, selected the edges where I wanted cuts, chamfered them, then and beveled it in. I took it into zbrush after this step. 10 Twisted Princesses - Jeffrey Thomas What would happen if a princess didn't need her prince? If you've ever wanted to imagine what the most prim and proper princesses would look like if they decided to take control of their own destiny, check out the artwork of Jeffrey Thomas. His Twisted Princesses series gets dark and dirty, changing up our familiar fairy tales and giving us beautifully wicked endings.

Making of Varga This tutorial is dedicated to AREA community. 1.Intro2.Game modeling workflows3.Tools used4.Workflow used for Varga 5.Final model You could also check the first part of this tutorial : Varga hair tutorial (low poly game character hair) Realistic Gallery 1. No matter how simple something seems, in this case a city park, there is always a shocking amount we don’t know. The team spent a few hours looking at references of parks to get a feel for how the floor stones should be arranged, what kinds of materials and structures are appropriate in a park, and how those individual pieces are formed. The client had a pretty clear layout of where the action in the trailer had to take place, but it was our job to take what was real and fit to their staging. 2. In this case the Maya 3D was designed to match the perspective of a great statue photo.

Haptics Haptics is any form of interaction involving touch (from Greek ἅπτω = 'I fasten onto, I touch'). It can mean: Haptic communication, the means by which people and other animals communicate via touchingHaptic perception, the process of recognizing objects through touchHaptic poetry, a liminal art form combining characteristics of typography and sculptureHaptic technology, technology that interfaces with the user through the sense of touch BLACK INK drawing software for high quality generative art Version 0.205.1923 The new kind of digital painting More about Black Ink Infinite possibilities With Black Ink anyone can create unique custom brushes. Baking Ambient Occlusion, Color And Light Maps In Maya Using Mentalray In this tutorial you'll learn how to bake an Ambient Occlusion map, as well as a Color & Light map inside Maya using Mentalray. Ranjit will first guide you through the process of setting up and rendering the AO map using a character model for demonstration. In the second half of the tutorial, we'll switch over to an interior scene to generate our Light & Color map, also using Mentalray.

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