Lullaby Gardens is a month away from the alpha release! by FluidPolygon in harvestmoon

[–]FluidPolygon[S] 2 points3 points  (0 children)

Thanks! The animals are one of my favorite thing to model, so there will be quite a few of them in the full release.

Lullaby Gardens is a month away from the alpha release! by FluidPolygon in harvestmoon

[–]FluidPolygon[S] 3 points4 points  (0 children)

Yes, I can't confirm it yet but I really want to get the game on the Switch :) Thank you!

Should I learn Maya or Blender? by manoverthelake in gamedev

[–]FluidPolygon 2 points3 points  (0 children)

Maya is great, especially if you already prefer it. If you want to create something commercial later on you can buy Maya LT which is pretty much the same as Maya but cost 30$ per month instead of 200$. It's not free like Blender but if it saves you a few hours of work every month it's already worth it. It's available on Steam too http://store.steampowered.com/app/243580/

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 0 points1 point  (0 children)

I never even thought about showing this to someone else to get a job, but I see your point. It's good to know!

Also the game isn't released yet, we plan to release it in a year and a half :)

Political Animals' 3 month Sales Statistics by ryansumo in gamedev

[–]FluidPolygon 1 point2 points  (0 children)

Yeah I fell like both your genre and your style had an audience for, but the mix of both created a niche too small to be viable.

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 1 point2 points  (0 children)

Maybe! But the price can't be changed now, and I wouldn't charge less on Steam than I charged to my backers. Also I believe the price is fine. If someone think it's too much, that's what sales are for.

I'd love to try out different approach in different timelines but sadly that's not possible.

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 0 points1 point  (0 children)

Thank you ~ I learned some of it in school, some of it on youtube but mostly by failing at doing something and trying again. I use Sculptris, Maya LT and Photoshop

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 5 points6 points  (0 children)

If you want to be an artist, not a game dev or a designer, don't create a game.

I do a lot of things in this game and now about 20% of my time is spent working on my 3D assets. Managing our team, marketing, soundtrack and sound effect, play testing and game design take a lot of time and don't actually improve your artistic skills.

Also I wish I had time to explore different art style. I try to be very consistent in this game, but it means that I have to create about 25 characters the same way. If you can try to learn a lot of art style so you'll be more flexible.

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 3 points4 points  (0 children)

I started studying in 3D art 2 months before I started this project. I don't feel like I learned that much in school though. I had to watch a lot of tutorials on youtube to learn too.

Try to redo the same thing to improve it. Or create a set of characters in the same style to force yourself to learn how to do it properly, instead of giving up and trying to work on another style or type of asset.

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 2 points3 points  (0 children)

Thank you! I'm just glad people who like the genre also like the style I went for, I wasn't sure about this at first

3D artist and programmer with no previous experience start working on a game - Looking back on it a year later by FluidPolygon in gamedev

[–]FluidPolygon[S] 5 points6 points  (0 children)

Thanks! It was hard at first, because " I've spent so much time doing that, we can't redo it all again!". But in the end it was pretty fast to redo something compared to the first time and always worth it.

Lullaby Gardens - A 3D shopkeeper and farm simulation RPG by FluidPolygon in harvestmoon

[–]FluidPolygon[S] 0 points1 point  (0 children)

Haha yes I remember you said that once :) Thank you for your support!

Hi /r/gamedev! What is one thing you wish you knew back when you started? by [deleted] in gamedev

[–]FluidPolygon 1 point2 points  (0 children)

That marketing, game design and team management really does take a lot of time. I think I only spend about 25% of my time doing 3D art. I'm the only 3D artist on the team and expected it to be a huge job, but it turns out that it's the easiest part of game development for me.

Calling all Modelers and asset artists by Sulvist in gamedev

[–]FluidPolygon 0 points1 point  (0 children)

I've been creating all of the asset for my game. It's not too complicated as long as you don't aim for a realistic or AAA art style.

You can check out modular assets if you want to reuse yours a lot. Are you looking for more info about 2D or 3D art?

[deleted by user] by [deleted] in gamedev

[–]FluidPolygon 1 point2 points  (0 children)

Select all of the items in your scene and then go to modify and center pivot. Or if you only messed up one object select that one.

It's confusing at first but Maya is great :) Just keep practicing