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Member Since 31 May 2012
Offline Last Active Jan 29 2014 04:22 AM

Posts I've Made

In Topic: Modelling Tool

18 June 2012 - 06:33 AM

I recommend blender, even though it can be challenging due to some of the aspects which are less automated as maya/3dmax. It is terrific for mechanical and prototype models. Even can be used for 3D printing and real rapid prototyping.

I would recommend sculptris for organic, it has a built in texturing tool which is brilliant in combination with Photoshop for finalization.

I hope this was helpful and good luck!

In Topic: Bloody Blender Nightmare

06 June 2012 - 05:52 PM

jTippetts! That worked! Words cannot express how appreciative of the time you spent working with me to help me through this. Very much, without doubt, and beyond all words excited to get past this problem.

Thank you, thank you, thank you!

End Product after overcoming the texture problem.

In Topic: Bloody Blender Nightmare

06 June 2012 - 07:08 AM

Any ideas where I am going wrong Jtipetts?

In Topic: Should the concept art use the same style as the retro, pixelated graphics in...

05 June 2012 - 11:11 AM

Whenever possible stick with a constant unified theme and art style. example when I see franchise games, or a popular title I nearly can always tell which game it is from even if has multiple worlds and characters. You want to be brand minded when developing things, cause you want people to see things and instantly think of your product.

Ultimate goal is... you know this reminds me of ( your product! ) Pixel land.
Pixel Land reminds me of this, and that, and such and such from that other game.

Having a constant unified theme/style will help you achieve this.

In Topic: Based on the designs, would the game benefit from 2D or 3D?

05 June 2012 - 11:03 AM

I am not sure your experience with games or game development, but if you don't have previous experience in developing a game then I would suggest teaming up with another person on a project. Most people who successfully lead projects have experience in the industry, or multiple skills sets which help them overcome the inevitable hurdles.

There are so many things to consider beyond developing your game, things which no one person themselves can have the expertise or knowledge to deal with such as marketing, copyright, project management, finance, etc etc etc...

Until then keep working with your concept work, and don't worry too much on the if a game should be 2D or 3D an experienced asset development team will be able to produce either from your concepts.