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  • Posted by Jett Sutherland
    renders i made while working on a gamejam with my exits filled with inside jokes and other references
  • Posted by Jett Sutherland
    ive been listening to less than by nine inch nails too much so the music video compelled me to make this
  • Posted by Jett Sutherland
    im not gonna lie im just trying to fill out my portfolio i love wizards i wanted to do something inspired by like. those weird huge wizard telescopes 
  • Posted by Jett Sutherland
    for my first CGI Environments assignment, i was required to make a stylized low poly outdoor environment 
  • Posted by Jett Sutherland
    just some practise to get back into the swing of things modelled in Maya and rendered with Arnold
  • Posted by Jett Sutherland
    3D renders i created to be used in my games project assignment for uni - we made a dating sim taking place at a university 
  • Gore has gone gold! This multiplayer FPS is a collaborative effort by Eyecon, 4d Rulers, and Slam software... Check out their website HERE!
  • Another article with an ID guy from Gamespy.. this interview with lead designer, Tim Willits, reveals that models are gonna need bumpmaps, specular maps, and diffuse maps! Who knew that we'd need to do this in real time so soon ! Tim Willits: Yeah. The artists first make a model of the texture, like the one side. Then they renderbump that, which creates the height map, and then that you use to create the shadows. You have your bumpmap, which gives it kind of a textured feeling; the specular…
  • GtkRadiant 1.2.9 has been released which includes bug fixes and Star Trek Voyager: Elite Forces support. Click on the link on the right to get it. Support for Solider of Fortune II, Medal of Honour:Allied Assault , and Counterstrike is being worked on ! Can't wait...
  • Gamespy has an interview with Robert Duffy who is the developement tool coder for Doom III, where he explains a few interesting things for modellers and mappers looking forward to producing things for this engine.. "In Quake 3 a model may have two or three thousand polygons, whereas the player models in DOOM III, the original art has probably close to a million polygons. That's been reduced down to four or five thousand for in-game use, but you have to have that million polygon model - you have…
  • Caught this article over at AustralianIT.. "...Australian developers receive no such assistance from the federal Government and Victoria is the only state with an official presence at E3. Multimedia Victoria sponsored 15 of the state's game development companies to attend E3 and also organised a trade mission to Montreal for five companies. The state agency shares a meeting room tucked away at the back of the hall with Torus Games, one of Australia's biggest game developers. The Victorian…
  • I know there are many, many people are looking forward to Doom, and especially its editing capabilities, so when John Carmack speaks, we all listen! Interesting notes about the engine as quoted from two recent E3 interviews with the man: "A big plus is that all of our tools are now built in to the game, so every release automatically has the tools that were used to build the game." "Artists are going to have a significant learning curve to properly deal with the bump maps, but again, all the…
  • Ahh Netscape 6.. we hardly even knew you... Too busy patching IE from critial security flaws every week I guess! What's new in Netscape 7.0 PR1? The top features introduced since Netscape 6.2 include: ? Radio@Netscape ? Tabbed Browsing and Bookmark Groups ? Click-to-Search ? Search Tooltips in My Sidebar ? Quick Search within mail and Address Book ? Mail Alerts ? Download Manager ? Get Map ? Performance and stability enhancements to Navigator and Mail. Netscape 7 preview…
  • From a press release: Leading Australian games developer, Torus Games, has pushed the bounds of electronic gaming with its ability to simulate the physics, appearance and sensation of white water rivers. Torus Games Chief Executive Officer and Managing Director, Bill McIntosh, says that the new technology, known as X-Stream will make a significant difference to the gaming experience. "To date, games developers have struggled to create a true depiction of water," Mr McIntosh said. "With X-…
  • "Australian-based developer Micro Forte will preview its massively multiplayer online gaming technology at this year's E3 in Los Angeles. The new platform - BigWorld Technology - allows millions of players to co-exist on a single world. The technology reportedly eliminates the multiple shard restrictions plaguing current massively multiplayer online role-playing games. Micro Fort? said it has also created a set of tools that make it easy for developers to create online 3D worlds for the PC,…
  • A great article over at smh.com.au detailing E3, publisher expectations, and what many developers in oz are hoping for. A great read.. "We've learned a big lesson in the difficulty in doing original products and the difficulty of getting original content funded," Visser says. (Wicked Witch founder Daniel Visser) "A totally playable (PC) game costs $500,000 to a mill(ion); and then they have to flog it pretty hard.", founder of Microfrte, John de Margheriti. "The reality for us is this title,…