View allAll Photos Tagged gamedevelopment
Project: 3D Modelling
Category: Animation
Country: USA
View More:- www.gameyan.com/3d-character-modeling.html
Monster is 3D Character Modeling is for action movies in Hollywood with high motion graphics. This monster is in different look and very dangerous animal, It have red eyes and thron in its body. It is developed in MAYA, ZBRUSH, PHOTOSHOP, V-RAY and developed by Game Assets Creation.
Sometimes you just get the feeling you've worn out your welcome in a place. Some cultures have a real subtle way of letting you know it's time to roll yourself up, in a big ball.....and fly.
Our game developers use the most popular game engine Unity3D for developing rich and interactive 2D and 3D gaming experience.
visit : www.gameyan.com/game-development-company-design-studio.html
KILLER DONKEY KONG COMBO IS TEARING UP ‘SMASH’ TOURNAMENTS--
Read More - goo.gl/X4uFL5
#GameDesign #gamedevelopment #gameartoutsourcing #GameArtDesign #companies
Poking holes in all your conspiracy theories. That moment of dawning realization when you go from wondering if someone's out to get you to knowing...
XGS PIC 16-Bit bitmapped graphics primitive demo shows off line, fill, and other bitmapped graphics functions.
See product page at:
3D & 2D Art Commissions are OPEN!
X025000000A is a 3D model inspired by 17th century Ottoman swords. It has a rough and battered steel blade. Handle and scabbard are mainly silver engraved. There is an artwork on scabbard depicting Mehmed The Conqueror and The Great Ottoman Host near the walls of Constantinople.
This 3D model created in Blender as a game asset and it is fully compatible with Unreal, Unity, Godot, Daz3D, SL, IMVU etc. Render is taken in Blender.
There you are, walking down the Flikrphoto stream when like a big, red, rocketing, rubber ball out of nowhere comes Nutpunch!
Yes, y'all, we're still hard at it. Got my nose to the digital graphic grindstone cranking out a brand new series of Nutpunch! cards, much needed revisions of old favorites and some new cards to fill out the arsenal of testes-traumatizing tricks and Willy's panoply of protection against the sadistic shots of a society bent on his sterilization.
Guard yer nuts! Nutpunch! is coming!
XGS AVR 8-Bit demoing high color "Apple ][" graphics mode. This mode is low resolution, high color just like the Apple ][.
See product page at:
Willy plays many sports...badly. Nutpunch! rolls on, keeping it (barely) out of the gutter.
i had to laugh yesterday when a friend of mine who follows me and likes the art but apparently never reads the comments and descriptions asked, "It hurts me to imagine these things! i mean, isn't he going to be hit in the...?"
Yes, yes he is. Welcome to Nutpunch! and the whiskey soaked senses of humor of 1x5 Games. :) i cannot wait until we can finally start printing off these decks! But it's going to take a village, me hearties! If you can, please consider funding us! And thanks!
Character Iliana Baker - bikini version
It's summer, it's hot
Character design from "Dig My Way" video game
Character Hayley Hansen - housekeeper version
she is a bus driver and also a housekeeper in the game "Dig My Way"
#dmw #digmyway #gamedev #gamedeveloper #indiedev #indiegame #workinprogress #character #characterdesign #indiegamedev #videogame #chubby #housewife #woman #americanwoman #bbw #wife #characterart #digitalart #american #indiegaming #gamedesign #characterillustration #videogames #gamecharacter #gamecharacterdesign #gamecharacters #indiegaming #housekeeper #maid
Character Hayley Hansen - bus driver version
she is a bus driver and also a housekeeper in the game "Dig My Way"
#dmw #digmyway #gamedev #gamedeveloper #indiedev #indiegame #workinprogress #character #characterdesign #indiegamedev #videogame #chubby #housewife #woman #americanwoman #bbw #wife #characterart #digitalart #american #indiegaming #gamedesign #characterillustration #videogames #gamecharacter #gamecharacterdesign #gamecharacters #indiegaming #busdriver
Character Shirley Malarkey - pink bikini version from "Dig My Way" video game
She goes to the beach once again...
This is a screenshot from the game that I'm developing called "Jump".
Because this is a static image, I'll tell you what's really stationary and what's not: In this shot, the blue cubes are standing still and the dark thin rectangles are moving in random directions (one of the following; up , down , left , right , forward , backward) at high speed. The background is a sphere which is slowly spinning clockwise.
The game is set in a 0g environment. You can jump from object to object in the game (including the moving walls) in order to move. If one of the walls hits you, you will stick to it as if it was standing still (feature, not incomplete physics).
I'm not done with the game yet, but when I am I hope to have multiplayer and make it a 3D FPS platformer. I already have shooting working; if you shoot while jumping, it will knock you off course and you will be adrift indefinitely if your course is not corrected.
This is written in C# using Microsoft's XNA framework. The models were made in 3D Studio Max, and the shaders were written in HLSL.
I mainly prefer to use the Xbox360 controller for this, but I have a PlayerInput class that is initialized using four booleans: usingMouse , usingKeyboard , usingXboxController , usingWiimote. The possible combinations for complete control are as follows: mouse and keyboard, only keyboard, xbox360 controller, wiimote without IR light, wiimote with IR light (much cooler). I'm using WiimoteLib for Wiimote control, but besides that 99% of this (the 1% involves Matrix multiplication for the shaders and camera) has been written by me. It currently weighs in at just over 3,500 lines of code.
The .rar of the finished product is now available for download at drop.io/shaymus22/asset/jump-install-rar
Character Elizabeth Johnson - basic version
Housewife, she is the neighbor of the main character of the video game
Character Design for Shirley Malarkey - bikini version
from "Dig My Way" indie video game
She goes to the beach...
To many users of Secondlife, mesh- assets created in external 3D modeling programs, has become an essential part of their user experience. But what if mesh never happened?
In Svarga, an ecosystem dating back to SL's earliest years, we can see what the world would look like. Unlike many other older, non-mesh simulators, there are also ZERO laggy sculpts. Everything you see around my avatar, including the bee, is 100% made from in world tools. Prims! Additionally, all textures are 512 or smaller.
Most astonishingly, every living thing in the simulator is actually *alive*. Scripted herbivores munch on grass, and carnivores eat the herbivores. Flowers and trees release seeds, and weeds bob on the water. Despite this incredible dedication to a life like scripted ecology, there was zero lag even at the highest graphic levels my system could handle.
Want to perfect optimizing your content for Secondlife? Head to Svarga, and study how they did it without modern tools.
Amazon Appstore Developer Summit, Tuesday, 4th October at CodeNode, London. Images copyright www.edtelling.com