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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.

Ben3d

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  1. • Albedo 1024 px, • Tangent normal map 1024 px, • Glossiness map 1024 px, • Specular map 1024 px. More specs and screenshots here.
  2. Thank you for the tutorials. Those 3 are my main programs.
  3. I like the design, congratulation for the greenlight.
  4. Thanks for sharing.
  5. Looks good. Nice work.
  6. It looks really good. The snowy exteriors as well as the medieval interiors. Nice job !
  7. I will choose unreal. But purely because I favor graphics...
  8. Hi. I am proud to anounce my new 3d model is availble on CGTrader.     Everything share the same material.   The package contains 4 types of objects :  • Books_blocks from 188 to 524 tris,  • Bookshelf_double 2270 tris,  • Bookshelf_single 1067,  • Bookshelf_single_LOD 322 tris.         Each 4 material is composed of 3 textures:   • Diffuse map 1024 px,  • Tangent normal map 1024 px,  • Specular/Gloss map 1024 px.     • UVs are unwrapped,  • Tangent Normal map using smoothing groups and UV islands.
  9. Impressive work 
  10. The smoke effect looks super good...
  11. My opinion : Blender is better, but it takes time to learn it. 3dstudio max is easier to learn, more intuitive. It is a classical approach, and you wont be lost.   In Blender I save a lot of time. One of the strong features amongts others, is that you can lay down UVs with ease and speed.
  12. Hey everyone. Here is some wireframe of a spooky scenery i did. Final view : deviantart   [twitter]Benoit_3D[/twitter]
  13. Hello felow gamedevs. Here is an addition to the cemetery package.     A quick spec summary:  17 meshes,   1 material  Normal, Specular, Diffuse textures 1024 px, File formats: FBX, BLEND, OBJ, 3DS, STL. If you are curious it is on CGTrader. Visit the Link