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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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  1. Hey Guys. Been working on some environments as of late. Completed a Sci-fi Ship Bridge, based off of the Jedi Defender from SWTOR, a apocalyptic fire escape environment, and a VR Environment I have been working on for the past 3 months as part of a Uni project. The lighting in the fire escape could do with some work, which I will be looking at during the week, came across a good resourse on improving lighting that will be working through. Any comments appreciated, Sci-FI - https://www.artstation.com/artwork/0kGBe Fire Escape - https://www.artstation.com/artwork/nqQn1 VR Environment - https://www.artstation.com/artwork/An9O5
  2. Worked a little on creating real time hair. Used a lot of fibre mesh to create the hair, so I think it might be a bit dense for games?  The medium length female hair was created from a concept sculpt and alpha cards drawn over the top within zbrush, which I think is more optimised for games. https://www.artstation.com/artwork/dB49J Any comments are appreciated 
  3. It was my first real attempt at Hair, didn't use Quixel for it, just got some hair alphas and hair textures and had a play, and attempted to make my own normal, specular and gloss maps. I did use Quixel for the clothing, and did attempt to use i for the face, then ended up doing some poly paint within zbrush. Organic materials is something I will be working on next,as well as learning substance.    I will have a look for some tutorials and make use of them on the next character, hopefully it will come out looking better. Thanks :-D  
  4. I have played around with the nose a little, hopefully it has had the desired effect. Had a play around with Xgen hair to make Polygon hair for now.  Currently looking into the Nvidia Hairworks and I will give that a go. Here is the "finished" piece:  https://www.artstation.com/artwork/WQmZJ Hair rendering is apparently not one of my strongest skills at the moment :P 
  5. at a quick glance.... in general: excellent meshes unless otherwise noted lightsabers: specular seems a bit high, especially the grips. are they supposed to be leather bound? rifle: stock is too low poly in the front, should be rounder, not a hex.  Wood, steel barrel, and burlap textures should all be higher resolution. car and ironman: awesome. i see nothing wrong here.  star wars interior: interior is fine. the character mesh is a little off. musculature of the upper buttocks is insufficient, musculature of upper thigh is too much. overall: very good / excellent work.   Hi Norman,   Thank you for the feedback, sorry for the late reply, I seem to have missed it. :( In terms of the Lightsabers,  yeah, they are meant to be leather bound, but with me being a noob in terms of PBR when I made them, I just sort of trusted quixel too much and didn't play about with the settings. The textures on the rifle are I believe 2K, I have separate texture sets for the model. Scope, wood, metal and wraps.  Although I believe my UV Maps might require some work,  I don't think I made good use of the UV space.  
  6. Hey again guys. Been working on another character piece between all my research assignments, and was just looking for some feedback on the head sculpt. Based on feedback from last time, is the anatomy more accurate than it was on the Malgus sculpt ? Any tips would be appreciated  Thanks  
  7. @Scouting Ninja It is my first proper attempt at creating a human head, so I was bound to miss something, so many muscles, my brain, couldn't comprehend it all :P But yeah, I will be sure to consider the Corrugator supercilii muscle next time round.  Thinking I may go for a female Bust next time, just to mix things up. Watch this space :-D
  8. Hey again guys, Been working on some new things, mostly character based, felt like a change Darth Malgus Bust Here's a link to the Art Station page, it has a Marmoset viewer window, so you can have a look at the maps and topology Any feedback would be appreciated, been looking to improve at doing faces, so anything anatomy specific would be greatly appreciated Thanks!!
  9. Thank you for the feedback.  I was maybe thinking i could reduce the count a little more,  but I could do that as LODs if necessary.   I will also start working on props for a surrounding environment and get it to fit in, and I will post updates when I have it done ^_^   
  10. Done a quick prop of some British Traffic lights.  Kept the poly count low, but I could probably go lower to be honest. But I feel like I have more interesting and defined materials, hopefully.
  11. @Scouting Ninja I will defiantly give Xnormal a download and will pay about with it.  Right now I have been using Mudbox for my bakes, and it has working out fairly well.  Much better than the mental ray bakes i got in Maya. I never knew about the batches in engines. so that information is so helpful.  In the future, i will be use to take more care when applying weathering effects such as dust to objects, to give a more accurate representation of what would actually happen. Thanks again :-D
  12. *double post sorry*
  13. @Scouting Ninja I will give this a go.  Just adding some subtle highlights on the most prominent edges to give them a little more pop ?  I do agree with what your saying with Iron Man, that model is in desperate need of a poly reduction, there are some details I really could have done with normal maps.  However, as mentioned, it is an older model and I had no idea how to get accurate bakes, granted I still don't, but i feel like I am closer to getting good bakes now than I was back then. In terms of the poly counts, I did manage to source a model of Lara Croft from the latest Tomb Raider, and that model had 100k Tris, but I am unsure if that is a game play model or cinematic model, although, I would be more inclined to believe it is for in game cinematic rather than actual gameplay. I did also have a play around with the material on the gun.  I went in an adjusted the metalness ad roughness values within Quixel for now to see how it would affect the materials.  I feel like it now looks a little better but still not 100% there.  Can't seem to get the dirt to look like it has built up on the model.  The normal information is there, its just not that intense, so maybe just play around with the intensity ?
  14. @Gian-Reto First off, thank you for the reply, much appreciated.  I have had a look at using the "crazybump work flow" and I did use it fairly regularly in my first few years of university.  One of my lectures then suggested Quixel as it was "better."  But it does really seem like its not about the software, its how you use it that counts.  I did also do hand painted textures within zbrush, which I imagine is similar to doing so in 3D coat?   The Iron Man Model is an older project, where I was still unfamiliar with creating game Assets, so I do agree that some of the polys are unnecessary.  At this point I also did not have a full understanding of how to get good normal map bakes.  So I do agree that the majority of the bevels just do not have to be there for the Iron Man.  I did try to rectify this on the Car model, but I still feel like there are some parts on that that are a bit dense.   I think My main issue is that I don't fully understand what polygon budget would be used in certain situations.  How high can you do with a 3rd Person Hero character, 3rd and 1st person weapons and environments filler props?
  15. @_Martin Thanks for the reply Martin, really appreciate it. I did make the mesh in various different parts, there is unfortunately some clipping issues.  But I should probably try and rectify this for future projects