Post Archive - October 2009 wharbargle

Posts from October 2009


I recently critiqued some work-in-progress game art for an (I guess) art student, and it struck me that it can be fairly hard for a newcomer to judge where to put their details. Some details don't work very well as geometry. Others don't work well in a texture. Knowing where to put a given mark or line is the difference between effectively using your polygon budget to produce mind-blowingly good scenes and a mess of blurry textures and too-perfect railings. ... Read more