These are 3D art asset modeling, rigging, uv-mapping and texturing tips. And not only for low-poly though it is where they are needed the most. See also other tip collections, the first and second set. Minimize number of Draw Calls the Asset generates Draw Calls are for game engine the number of separate objects, materials […]
These modeling, uv-mapping and texturing tips apply to 3D art asset work for games and similiar media. While they are best matched with low-poly 3D, they are definitely not limited to it. See also the previous collection here and the 3rd one here. Middle edgeloop optimization & UV-mapping a character It is common to model […]
Game Industry changes. How, Why and What it means for game developers? Leaning on resources and personal experience I tell it how I see it.
Gunshine.net, a free browser action MMO is out (in Beta) and so are the company behind it and the investors. Read on for more..
Our game Ultima 6 Project was released 07/2010 and here are some reviews it has recieved since.
A serious hobby is like second work, sometimes literally. Is it really worth it? Here is my story.
I’m interviewed on INTEL’s ISNTV Digital Arts-show about low-polygon 3D and our game project, personal animation production and more.
I’m happy to announce that our massive freeware role-playing game for PC and Mac is now released! Go explore the huge living world, meet curious individuals, go on grand adventures, sail the seas, delve into massive caves and forest and try to make it out alive. And if you happen to remember the main quest, […]
Some basic but important tips for modeling and texturing low-polygon resources.
Here’s my personal low-poly 3D work for Ultima 6 Project role-playing game sampled and collected to a video.