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Member Since 21 Jun 2012
Offline Last Active Sep 11 2013 04:26 AM

#5046975 Torque3D now....FREE? Woah... 0_o

Posted by on 26 March 2013 - 12:03 PM

Free and opensource :) that's the interesting part :)


For those who want to dig in the Id source codes, Fabien Sanglard did some great reviews. http://fabiensanglard.net/

#5044857 Becoming an Artist

Posted by on 20 March 2013 - 06:12 AM

If you really want to be an artist and work on PC, you should take a graphics tablet. Drawing with the mouse on PC is really a pain even when you are a good artist. Wacom is well known for that and they have a tablet for beginners : the "Bamboo" model. Don't take a huge one. I took one and I only use a small portion of it.

Of course, as it has been said you can also draw on paper and scan the drawing to color it.

The best pixel art tutorial I found, is this one : http://makegames.tumblr.com/post/42648699708/pixel-art-tutorial

For pixel art there is also this website : http://www.pixeljoint.com/default.asp (go in the gallery and enjoy smile.png )

Here is my advises :

Try to build your drawing with basic forms like a line for the vertebral column and a oval for the head.
Something like this :

Found on http://www.foxprints.com/tracy/misc/tutorial/char_drawing.html

You can use his basic forms, they are very good and common.

It's important for anyone because if you constantly start with the details, you will realize that you will not be able to draw something with an original position/point of view.

Learn how to draw something with the perspective.

Learn anatomy and proportions.

Copy shamelessly your favorite artists BUT always start with the basic shapes (as mention above) or you will learn barely nothing.

And of course draw a lot.



When you are comfortable with these points (especially the anatomy) you must take a big book of Burne Hogarth.

This artist has an old style sometime, but it will give a real deep knowledge about anatomy and muscles (and how to draw them properly).

#5043361 Looking for Triple A game budget/expenditure breakdowns

Posted by on 15 March 2013 - 06:35 AM

There was an article on Gamasutra several years ago.....
Had to do some digging, but after 15 minutes of various searches I found it. From 2007.
Call of Duty: Finest Hour -- The Contract

Oh thank you smile.png I didn't know this one was released.

There is also this one :


about the upcoming Destiny series.

#5039111 Can't decide which math/physics basics book to get

Posted by on 04 March 2013 - 01:17 PM

If you think Mathematics for 3D Game Programming and Computer Graphics is too advanced for you, (or at least too fast on the basic) you should take Practical Linear Algebra: A Geometry Toolbox.

The first half is about linear algebra in 2D and the other half about 3D and some pages about the curves. It's a pretty good book and it will give you an intuitive look about linear algebra with practical explanation of the maths and drawings, rather than an approach with proofs and theorems.


I found this book on http://www.realtimerendering.com/books.html (at the end).


And of course do the exercises :) but don't be scared, you don't need a calculator.

#5035329 Game Architecture/Design Pattern?

Posted by on 22 February 2013 - 02:29 AM

I think it's worth to mention the component based architecture which is quite attractive.

Basically it says that your main classes are containers of components and components are behaviors or features (like "Render", "Collide", "Controllable").

It's a way to avoid the duplication problem of the inheritance and big base classes.


However even if it solves the problem of the inheritance, it brings new problem (as the communication between components) but at least your code is more independent and intuitive.


A very nice article:



and also:






Also please note that there are many different ways to implement this solution but the idea stays the same : you create some components which represent behaviors or features and you create your final object by assembling the components you need.

#5007495 Aspiring Game Industry Artist; where do I begin?

Posted by on 05 December 2012 - 01:45 PM

For the community forum, you have them all. You can add 3DTotal and CGHub and also Dominance War which is a competition between all these forums :

Just browse them all and pick your favorite to ask questions. Oh and check the "Pimping and Previews" and "Showcase" sections of the polycount forum, you can learn/view interesting things :)


Shamelessly taken from a JTippetts' post :)

#5007480 What 3d art program I should start with?

Posted by on 05 December 2012 - 01:06 PM

For a free software, I think you should go for Blender : it's a complete software and there is even a ZBrush mode.


#4986138 Chat Faliszek from Valve gives advice on breaking into industry

Posted by on 02 October 2012 - 12:34 PM

That was a nice presentation.

For those interested on how Valve works, there was a nice article on gamasutra : http://www.gamasutra.com/view/news/169063/From_the_editor_Valves_handbook_and_the_trust_phenomenon.php#.UGsyXU0xp8E

Be sure to read the PDF :)

#4985827 Should you make games easy or hard?

Posted by on 01 October 2012 - 12:56 PM

The "easy to learn hard to master" doesn't fit for every game. For me it depends on the game and the audience you want.

For example, if you want to do a shoot'em up, it should be hard, if not really hard like a dondonpachi.
Another example, if you want to do an adventure/action game, it can be easy (Zelda) or hard (Dark souls) and both choices are perfectly fine depending on the audience you want.

(Of course on the business side, it's another matter)

#4985346 Making game art from hand drawing?

Posted by on 30 September 2012 - 07:29 AM

Here is a really nice pixelart tutorial :
Just use the Next/Previous buttons : some links on the right are broken.

If you want more tutorials/inspirations, you must go on PixelJoint.com. There are a lot of pixelart gurus on this website.
The tutorials are in the Feature menu.

Pixelizing your drawing as Prinz Eugn suggests is a good way to start. But remember that you must remove some parts if you downscale a lot to have a readable sprite. And here begins the fun part of pixelart : optimization of the pixels to draw what you want with a limited number of pixels Posted Image