How about one where a certain bump texture on one model has to be a png, or it literally crashes the entire game. Nothing else in game has that issue, and the original model was made with a newer version of the software your using so you cant attempt to reexport it. It also contained the spec, and was supposed to be a low…
Hahaha it´s true there is only 1 Image existing :D I guess i would tweak the sickness of some elements. The hydraulics on the sides seems too thin, even i don´t know what they should do. Some more framelike metall bars would be good on the "inside" (where the ammostrip is), to hold the ammunition container. You can find…
Pictograms were created long time ago before computers and were meant to communicate stuff, and they did pretty ace job. For everyone who did paper animals in kindergarten cutting and pasting stuff is not going to be that wild concept. And I don't see how huge cross with "delete" caption can be misinterpreted in any way.…
I don't think the long, thin triangles are as friendly to the rendering. The wiki mentions something about them being sub-pixel ('having lots of triangles that contain very few pixels/triangles smaller than a pixel will lead to stalls in filling the pixels and thereby hits the fillrate'). So I wouldn't be surprised if the…
Just a couple of slightly unrelated learning questions. Did you create the normals from your diffuse textures (of variations of)? And I noticed in your model you tended to keep things as all one mesh, specifically the parts on the top of the cargo containers. Was that your own decision or a general modeling convention? I'm…
The scene overall looks good but what story are you trying to tell with the blood? Right now it doesn't really add to the mood of the scene. Was it a ferocious creature? Plasma cutter carelessness? Did someone drop a container of ketchup? Also, the blood pools feel extremely flat. Get some spec and reflections on that…
Yeah, you need to rethink your layout i think. The big open area doesn't work for me. Feels very strange that anyone would live like that in fairly big houses in the middle of nowhere.. I think our props looks ace, but as mik2121 said, they look better in viewport. I don't know how the garbage system works in "The middle…
Well I could be wrong about this but its probably something akin to the Uncanny Valley effect. Wikipedia - http://en.wikipedia.org/wiki/Uncanny_Valley. It definately happens in cg films for cg humans. I imagine there is something similar for environments, in which humans perceive something which is close to real but…
You want to avoid putting symmetry right in the players face. So for your scope, you had your symmetry line running right down the middle of it. It is best to hide your symmetry line on a detail that is in your high poly. So as you model your high, you can make details that can contain the low polys symmetry line and thus…
[ QUOTE ] no matter how bad the game is gonna turn out tho i'm most definetly gonna buy it. [/ QUOTE ] [ QUOTE ] THIS TRULY IS THE END OF DAYS [/ QUOTE ] 10 years, and they're still cocky enough to release a teaser? wtf is this, StarWars? I'm going to bet this is nothing more than a black screen, a few words, some cheesy…