Experiences In Creating The Lacuna Expanse Game Art – SESSION 3

Experiences In Creating The Lacuna Expanse Game Art – SESSION 3

May 6, 2011 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Experiences In Creating The Lacuna Expanse Game Art – SESSION 3
( Autodesk 3dsmax, Pixologic Zbrush and Adobe Photoshop)

Welcome to the third session of Lacuna Expanse Game Art. In this session we will go over the creation of the new web site mural (background). This is a change from the original plan for this session, although with the spur of the moment decision to budget for a mural design similar to the "Blizzard" sites, I think it is appropriate to do the same here with discussing it. The process was a fast moving machine with a short deadline. I created the mural in under 72 hours from start to finish. The web interface took a bit longer.

The game is now released for play and has been a success thus far. There are well over a thousand people playing at the point of releasing this article. The IPhone App has also been released!

A Tournament server has also been released. New features and enhancements are constantly being added… this is quite the game to play for free.

Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

Pipeline and Workflow for Creating a Next-Gen Game Asset (Shotgun)

November 9, 2010 in 3D, AutoDesk 3DSMax, Featured, Game Artwork Design, Photoshop by admin

Pipeline and Workflow for Creating a Next-Gen Game Asset

In this tutorial will be exploring one of many production pipeline methods used for creating a next-gen game weapon. This process can easily be adapted to be used for any type of game asset, such as props, characters and environments.

This tutorial is designed for intermediate to advanced users and assumes that you have at least a fair understanding of each of the programs used. We will cover the entire process of creating a next-gen game asset, but I will not be going into a lot of detail for each specific step, just giving a general overview of the workflow involved. So let’s get started.