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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About ThePiixelMonster

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  1. The end result looks great! but I watched over your intro out of curiosity and I have no audio right now, but you don't cover the process of creating that base mesh do you?    Do you just show how to go from the base mesh you have to that final render?   If so, you might want to create another set of tutorials on creating the base mesh for others to learn much more! You seem to have good skill here though and just thought that I would give my feedback based off of your intro video, however I could be wrong as you may show how to create that I just couldn't listen to the sound as well =\   I myself know how to model and such, I was just thinking to ask, for other people that may be viewing and interested in the post, not that many people have viewed it though to be honest, which is surprising because the renders look great! Perhaps the title didn't catch their eyes?
  2. Well if you're after books, there are a few but you will find many more video related training material for the software than books. I will list a few below but to be honest, once you get a grip of the software (know the ins and outs of the interface and such) you will be able to follow along with any Maya/3DS Max tutorial on modelling within Blender. Some things will be different but you will be able to replicate and learn the modelling techniques from them inside of Blender. Just a heads up for once you get to know the software a little better! Video training: Blender DVD's - http://www.blender3d.com/e-shop/default_dvds.php CGCookie - http://cgcookie.com/blender/ BlenderGuru - http://www.blenderguru.com BlenderNerd - http://www.blendernerd.com/ CG Boomer - http://www.cgboomer.com BlendTuts - http://www.blendtuts.com/blender_tutorials Books: Blender Books - http://www.blender3d.com/e-shop/default_books.php An Introduction To Blender 3D: A Book For Beginners - v 2.54+ I haven't really bought many books for Blender, so I can't really suggest any other than the ones listed on the link above, but a small search on Amazon under the Books section should yield all of the results you need. Make sure to check reviews on the book and you will be sorted. :) Alternatively if you have any trouble and cannot find a solution from a Google search, you will be able to get in touch with the HUGE Blender community and I am sure somebody there will at the very least try to help you. :) http://www.blender.org/forum/ http://blenderartists.org/forum/forum.php Other Blender Communities: http://forums.cgsociety.org/forumdisplay.php?f=91 Also... It might have helped if you specified what you would like to get into within modelling, organic character modelling and environmental modelling although are considered 3d modelling use different techniques and such so somebody else may have better resources for you to get going over, but my links and such are pretty much aimed at general Blender learning. There are more resources here!! http://www.blender.org/community/user-community/ BUT, YOU could have found all of this with a little Google search... Kind Regards The Pixel Monster [EDIT] Sorry, I was typing this post up before the two replies above mine, so there may be a few things mentioned form those in my post... I didn't steal there info and put it into my post though! lol I hope the info helps you and I agree with the above comment!!
  3. I like the style a lot but I can't offer any real suggestions right now, I'm on my xbox360 without a keyboard It's looking great though!!
  4. I don't use Max... I'm a Maya user but I can offer some advice and tips based off of my usual workflow in Maya. I often use X-Ray selected to make the shell transparrent and this makes it easier to line everything up but I always start with the interior and then work on the external stuff as a seperate mesh, like a previously posted comment you can use that to your advantage and rip the interior out and place the building around for those that will not be entered... It will help optimize your scene, I mess with a little MEL script to make a few tools and I'm sure there are Max scripts floating around that recreates that X-Ray on selected for those who are tackling similar problems, alternatively in Maya I sometimes use BackFace Culling but I understand Max's version of that does something different? I sometimes find myself utilising the layers and only show the wireframe for the shell of the building or sometimes I completely hide it whilst I work on the interior stuff =] I hope it helps...