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Found 104 results

  1. Characters design

    From the album 3d renders and assets

    Characters design for a mobile game promotional artwork. Project stages include: - Concept art - Character modeling - Texturing - Rendering and post processing. More 3d works are at: https://fgfactory.com/en/works/3d
  2. Game characters design

    From the album Casual vector art

    Game characters design. More details about this project are at: https://fgfactory.com/en/work/action-vitas
  3. Game characters design

    From the album Casual vector art

    Game characters design. More details about this project are at: https://fgfactory.com/en/work/action-vitas
  4. Finally, the main-character Charly Clearwater has been finalized! It's been a long trip. Out of a box, we modeled Clearwater's body first, then we modeled his head and face that was going to look like a drawing we made initially. Then we textured his body. He is wearing a business suit since he is a business man having his own company. In the game and book, he is more a rich and arrogant character. After this, we textured his face but weren't happy with the result, that's why we started creating a 4k appearance. We found a good texture editor and painted pores, eyebrows, a skin color with freckles and redness, irregularities, etc. on his face to make him look more real. We modeled and textured his hair, he's blonde and has blue eyes. We modeled and textured his eyes, his lashes, his beard, etc. Then we put him in front of a nice lighting and took some pictures of his face and body, but it took 2 days to render all 4k pics with several PC's! The first 4k pic is published, the others will get published on the new official game website that is due on May, probably. The thing is, the game blog is still like impersonal, and we need more game elements to make the game website more vivid. That takes time. A new video is planned, also for May XY, the first anniversary of the game BIZARRE. We hope to have finished all pieces till May. In this video Clearwater gets confronted for the first time with surreal visions leading him to insanity. These visions convince him to the realization of 13 bizarre dreams of unknown people. These 13 bizarre dreams are the basis of the game. The game elements. We focus now on the game play. Clearwater needs to learn how to interact with his surroundings, how to shoot, pick up objects, to walk, to speak, to move elegantly and smooth, etc. A lot of work to do!
  5. I've started a concept 10 years ago, I joined here a couple months ago knowing nothing. Now with in the last month, I'm starting to build the combat system of my hobby project, which is my first goal. To complete this faster I am offering this part to someone else. I'm not looking for fancy, I'm actually look for low poly graphics. Needed: 1 gender neutral 3D low poly character mesh rigged Idle, walk, run, sprint, rolls, dodges, left right and backwards movements. about a small handle full of cast animations some instrument playing animations blocking (shield) animations lots fighting animations. I'm not picky and I'm not any dead lines. I provided a mood board for what I'm looking for. *Remember low poly*
  6. Oak Moon Games [oakmoongames.com] is looking for a 3D Character Artist to join the team on a revenue-share basis. If you are a confident character modeller who can adapt to stylised projects, drop us an email! THE PROJECT: Our project is an upcoming, story-driven adventure game inspired by Japan folklore and mythology. Players take on the roles of 2 characters, as they fight for survival, acceptance and truth. Our studio was founded to promote the progression of women in the games industry. We look to support female professionals in games, and encourage those working and studying their way into the industry, through meaningful game design, industry workshops and events. Of course, our aim to raise awareness of the value of women in games includes more than just those identifying as women. We encourage everyone who supports women in games to get involved with our projects, campaigns and events, regardless of gender! THE POSITION: - Work in a creative and collaborative online environment using team and project management tools such as Slack, Producteev and Google Drive. - Remote and flexible position. - Free to use your work in your personal portfolio. - Have creative input on the development of our game projects. - Model and texture a variety of characters and creatures. - Rigging welcome, but not necessary. - Choose your hours! - Attend industry events. - Receive full credit for your work. ABOUT YOU: - Able to commit at least 12 hours per week to the position. - Student or recent graduate of a Art, Game Development, or related course. - Have an online portfolio of your work or able to share a folder of examples. - Are self-motivated and passionate about your work. - Good communicator. APPLY: To apply for our 3D Character Artist position, please apply via email to info@oakmoongames.com with the following materials and information: - A link to your online portfolio. - A little about you, including: The games you love to play. Information about any other relevant work experience or hobby projects.
  7. 2D Show Off

    Hey guys, How is everyone doing? I am new to this forum and I thought what better what to introduce than show off your work? I am a Pixel Artist, Concept Artist and now delving into the world of painting.
  8. Hi everybody! The development of our rhythm game TERRORHYTHM, fortunately, is still going on and is confidently approaching the early access.Today we want to introduce our mobs.So:This is the basic mob. It takes one kick to kill him. It's supplied in bulk, sometimes appears in pairs with a similar one (in this case to they do not inflict damage on the player, they must be kicked using a blow with accumulated energy)The next enemy subject is already fatter and more massive. The real "argument" for him - it's 2 blows, or one, but with accumulated energy.The third representative of the conflict party. It differs from the first two in that it will need to spend 3 hits, or one + one with the accumulated energy. He is also defter than his predecessors: after every strike, he changes the side of his attack.We will be very grateful for the support of adding the game to the wishlist in Steam: Game Steam page - TERRORHYTHM Best regards, EvilCoGames Team evilcogames@gmail.com http://steamcommunity.com/groups/EvilCoGames http://twitter.com/EvilCoGames http://www.facebook.com/EvilCoGames
  9. Freya

  10. BALZAC

    From the album Ethios: Valiant Plume Saga

    The incredible, imperious, and resplendant BALZAC
  11. Gelta Female

    From the album Ethios: Valiant Plume Saga

    Concept for a female Gelta- an aquatic race.
  12. Let me explain why I call it: 3rd person camera-based movement (honestly, I don't know if that's the official name) In GTA Vice city, you can see, when you turn the camera, the main character turns with the camera. When you press Back, the character walks backward, press Left, the character walks left-ward. I call this 3rd person character-based movement. In GTA SanAndreas (also GTA IV, GTA V, Sleeping Dogs, Prince of Persia,... ), when you turn the camera, the character won't turn, but the camera rotate orbit around the character, when you press Back, the character walks toward the camera, when you press Left, the character walk toward the left of the camera. So I call this 3rd person camera-based movement. So I see that 3rd person camera-based movement is pretty popular, I wonder if there is a good implement of 3rd person camera-based movement (that's from open-source, books, forums,... I tried searching but I haven't found any) so that I can learn from.
  13. Character Concept

    Hello! We are currently developing a real-time strategy mobile game and this is the concept art for one of our characters. Her description is: „She blends upper class sophistication with very sharp blades and even sharper fangs.” What do you think?
  14. Main character : Zoile. First shared concept art ! Please give me your tough about him (comment below, share and subscribe). My first intention was to reveal the plot, but I felt like the blog was missing some more visual support. 10 followers and we will unlock a new character next week Today's question: who was your favorite game, cartoon or comic book heroes and why ? Zoile is the main character of a group of three. In our game, you will have the chance to control 3 main character, each having individual weakness and strength. You will be able to control them all at the same time and all the time ! How you will control them will be covered in an upcoming post, but promise to be a fun and unique way of handling different skill set. I remember one of my old time favorite arcade game 1989 Teenage Mutant Ninja Turtle. My favorite character was Michelangelo, but Donatello had this long stick that could reach enemy from a much further distance making him the best choice to fight the first boss Rocksteady which I felt was the strongest of the game beside Shredder. It was always annoying to have the choice between the one I liked and the one that was most capable to handle that situation. I felt the same thing playing many RPG like Diablo, II and WoW where you just can't invest enough time in all classes and you always dreamed to mix and match class skill to get the best possible character you could build that would match your play-style. How we approach that problem will be reveal soon. Zoile is the self-proclaimed leader of our squad. He is particularly strong physically for his race and possesses a quick wit, few have dared to challenge him. His descent gave him a high level of self-confidence and Zoile quickly became imbued of himself. Afraid of none, he sees himself as one of the best fighters of his race and has an unwavering pride of his homeland. He was born from a war hero and has always dreamed of becoming a full member of the prestigious flying squad of the 452b Pekler Interplanetary Army. After several failures in the admissions exam, Zoile became very mean and bitter towards others. After 4 years of attempts, he finally was accepted as a low rank recruit. It is said that his father intervened with the council so he could have the chance to demonstrate his value. Unfortunately, many disciplinary problems and conflict with other members have confined him in low rank function. After several difficult years with the squad, the high council allowed him to create a small squadron with two members of his choice for his first mission. He, unsurprisingly selected the only two members with whom a sincere friendship was developed. The two members accepted the honor after a convincing patriotic speach from Zoile and since then he has taken his role with the great honor. Despite is strong wrong and frequent fight with his two friend, he is willing to give everything to show to everyone that his team is the best, because he is the best leader and a good leader can bring weak soldier to great honor. You can see Zoile with and without his armor set and a typical ray-gun weapon. The Zarin are a humanoid skinny race from a nearby planet. Zarin, as a race, are mostly peaceful, minding their own business and seeking knowledge. They have an equivalent length of evolution compared to human, but they took a different path. They are scared about a recent discovery they made that put their world at risk of what they call the "multicolored tall people invasion". More info about the Zarin will be shared in an upcoming post ! Thanks, please share your opinion, it's very valuable. 5 comments and we publish a video tutorial on how to draw it.
  15. Figure Study 1

    From the album PK Game Art

    Personal piece, figure study.
  16. The North Will Remember

    From the album PK Game Art

    Just some Game of Thrones fan art! Had to draw a picture of the Night King after Season 7, mostly just to see the poor dude smile for once! I mean he's got a new ride, things going well in his career as evil incarnate, why so serious? Also, thought I'd see if I could illustrate the ice armor, as written by GRRM, but also merge the book version of the Others with the TV show version. Illustrated in Photoshop.
  17. Monster High Characters

    From the album PK Game Art

    Character designs and assets from the Mattel / Collision Studios game "Monster High: Ghouls and Jewels" (popular kids franchise). For this dress-up game, I was tasked with creation of various body parts (heads, torsos, skin colors, etc.), clothing, shoes, hair styles, makeup styles, accessories, etc. for a variety of characters (both male and female). Concepted initially in Photoshop, and then finalized in Illustrator.
  18. Jurassic Jackpots

    From the album PK Game Art

    Sexy Rexy! Illustration for the AGS slot game "Jurassic Jackpots". This dinosaur was painted in Photoshop, and animated in After Effects. He's surprisingly articulated, with the face being separated into various pieces for full animation freedom. He can open and close his jaws, roar, wiggle his tongue, scrunch his brows, use his cheek and eye muscles to blink, flair his nostrils, wag his tail, breath, etc. This image was used in the topscreen of the cabinet, game symbols, glass art, and the animations used to attract the customers from across the casino floor.
  19. Huli Jing Fox Girl

    From the album PK Game Art

    Character concept of the Huli Jing fox spirit of Chinese mythology. They are known as beautiful tricksters, sometimes in the shape of a fox, at times a young maid, at times something in-between. They are known to be benevolent at times and malevolent at others - a cross between a foxy fairy and a succubus. They possess powerful sorcery, and feed off of the essence of the men they seduce. Illustrated in Photoshop.
  20. Fu Panda

    From the album PK Game Art

    Character illustration done for the hit AGS slot game "Fu Panda", and "Fu Panda: Extreme Jackpots". The panda was illustrated in Photoshop, and animated in After Effects. He is fully articulate, capable of opening his mouth up wide, smiling, blinking, etc.
  21. Dagobah Orc

    From the album PK Game Art

    Concept piece exploring what it might be like if the worlds of Lord of the Rings and Star Wars were to cross over....
  22. Coyote Spirit Puppy

    From the album PK Game Art

    Character symbol illustration done for the AGS slot game "Coyote Spirit". This puppy was illustrated in Photoshop, and animated in After Effects.
  23. Chang'E - Chinese Moon Goddess

    From the album PK Game Art

    Character Illustration done for the AGS slot game "Divine Moon". Illustrated in Photoshop, and animated in After Effects. The character moves, blinks, smirks, nods, and the background lanterns swirl and loop endlessly/seamlessly. This image is used on the cabinet's topscreen, glass art, symbols, and in the animations that attract the customer.
  24. EDIT: I've got everything working, even animations. This topic can be locked. Also, the file format was very horrible, so I was doing a number of things wrong. Hello! I wrote a simple bones system that renders a 3D model with bones using software vertex processing. The model is loaded perfectly, but I can't see any colors on it. For illustration, you can see the 3D lines list, the bones ( 32 bones ) are in correct position ( bind pose ). Now, here's the problem. When I try to render the mesh with transformations applied then I see this: As you can see the 3D lines are disappearing, I'm guessing the model is rendered, but the colors are not visible for whatever reason. I tried moving my camera around the line list, but all I can see is some lines disappearing due to the black color of vertices? I'm not loading any textures, am I suppose to load them? However, if I render the vertices without applying ANY bone transformations, then I can see it, but it's a mess, obviously. If you're wondering why it's red, I have set color of these vertices ( only half of them ) to red and the rest half is white. First of all, my apologies for the messy code, but here it is: I'm not sure if vertices are suppose to have weights in them for software vertex processing. I'm storing them in a container, so you don't see them here. #define CUSTOMFVF ( D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE ) struct CUSTOMVERTEX { D3DXVECTOR3 Position; D3DXVECTOR3 Normal; DWORD Color; }; This is how I store the vertices in container and give them red and white color: This is how I create the device: For every frame: This is the UpdateSkinnedMesh method: I have debugged bone weights and bone indices. They are okay. Bone weights add up to 1.0f, so I'm really wondering why I can't see the model with colors on it?
  25. Van

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