Primary tabs

Comments by User

Friday, August 16, 2019 - 21:44

You could say, the module of design i need, needs to be...

self-supporting...and true to "life"

Friday, August 16, 2019 - 21:42

So, i've been stashing arts as references from the artist i know...I have become very dependent on them especially since they are...really beautiful to look at and i could never make one that competes theirs.

The goal is to make games that are, of that natural beauty? 

I think i am addicted.

Friday, August 16, 2019 - 13:27

Tiling characters and environment by using repetition of elements. equally.

https://twitter.com/sc_ome

Friday, August 16, 2019 - 04:21

i mean, i am craving

 

for chickens

 

meat love

 

sausages

Friday, August 16, 2019 - 04:20

i'm hungry

Friday, August 16, 2019 - 04:06

So, i am mostly at a lost here since the module of environment is not of characters...

And a game, or an environment rely alot on the objects and the properties around it....
While characters rely on...having the look for it, rather than how it reacts to the environment.

Friday, August 16, 2019 - 03:05

A game at its core, is, about gathering points. Outside of that is all graphic engineering, graphic arts, simulation, world engine, environment simulation...name it.

Never played that much of tabletop games but,

https://polycount.com/discussion/116526/hirstarts-and-what-he-can-teach-environment-artists-about-modularity

Is it not the miniature of world itself?

 Modular Environment Design.rar (12 MB) - by Kevin Johnstone. East Coast Game Conference 2011 slides of the talk "Modular Environment Design, Or how I learned to stop worrying and love the grid". More workflow explained in the threads Lack of Environment ArtistsGears2 Environment Art and Gears2 Environment Art Step by Step (ZBrush Central).

"Stop worrying and love the grid"

I'm not worried, but my heart is aching and my thoughts are unclear, unable to define the issue at hand and mobilized to work. 

Friday, August 16, 2019 - 02:55

https://www.chrisalbeluhn.com/visually-appealing-building-guide

http://www.philipk.net/tutorials/modular_sets/modular_sets.html

Okay, came across these two articles, especially since they are, about, visual appeals and modular sets.
The modules i am looking for are to be game, story, animation compliant.  While also being visually appealling... to me, at least.

So to say. 

The elements are to be, uniformly unique and aesthetically pleasing, but also based on game, story and animations... a scene of it.

Friday, August 16, 2019 - 02:49

Okay, there's alot of resources and alot of solutions but... which one is the best? if not the more suitable and most successful, lucrative options?

http://wiki.polycount.com/wiki/Modular_environments

 To categorize it, the element of any environment in space is either goes up, down, or straight,
making any things either walls, stairs, floor or roof, ceiling.
While the wording seems to be sky clear, the visuals are not very easy, or game compliant, or story compliant or animation compliant. 

The patterns are infinite. 
And games or anything as a product, has a finite end to it. Of sort.

Friday, August 16, 2019 - 01:32

Just watched this trailer of a new game and...totally installed it as another of my wishlist of making
https://www.youtube.com/watch?v=m5PDvck23hY

:/

 

Pages