I thought Nodraw was a shader parameter, applied to entire elements - so each part that you wanted to hide/show separately would have to have a different shader? I guess you could apply a Nodraw shader to a single polygon if you wanted ... but it'd have to have a different material than the surrounding polys. Probably…
Cool it means both can be combined! Will try right now edit - okay just tried! It works well for on-the-fly selection of indidvidual verts, edges and faces. Only downside is, you need to actually click the element you want to select, release LMB, and then drag and drop to get it to move. I thought it was broken at first…
If the purpose of modeling this Q2 stuff is to increase your high poly skills I recommend picking a different source of art. One thing to keep in mind is when Quake2's elements were designed their concept artist kept in mind the restrictions of the hardware. I recommend either designing something for high res yourself or…
The body looks like realistic/natural proportions, which is somewhat unusual for a game. Game babes usually have tiny waists, a shorter torso and huge boobs. I like this realistic build though. The wide collar is making her neck look short. I really like the gun design - nice mix of sci-fi tech bits and practical elements.…
I also wanted to say you framed the face and head nicely. Great design element even if you didn't notice you did it. Now that I look at it again, the arms do throw it off a bit. Maybe next time you could put them criss-crossed in front of him or possibly in some sparatic pose, maybe framing another part of the composition…
Vermilion, I do see your point but I'm feeling Soul's more. It was about singleplayer for a little while but it was about multiplayer ever after for a whole lot of people - I'd be willing to bet most people. Quake1's singleplayer was an admitted mish-mash of design elements and not very cohesive. Quake2's was leaps and…
Coming along pretty well, maybe block out the hair so it gets more of a Mynx-ish feel already? Also I would definitely thicken up and exaggerate the elements that make up her boots, maybe make them feel like they're layered and structured, currently it feels kinda like you've just painted indent lines on a base mesh. I…
Thanks for the tips, EARTHQUAKE. I tried using 12 sides instead of 6 for the low poly. The waves seemed to actually look worse. All this info will be good to know in future. I think for this piece I might just paint in PS. They're not key element in the game anyway. I just thought I'd try doing it high to low baking just…
yea i reckoned as much rockstarski its pretty smart, i think they just took a familiar marketing goal and added the art/gamey element unto it to attract attention to their other marketable games my lil tough guy - http://impulse6.mybrute.com i also noticed its random to a point where the fights are pre-calculated from the…
[ QUOTE ] The game looks like dookie, it's lacking the capcom style I look up to. [/ QUOTE ] ?????? i don't think there has ever been a capcom game ever made in the history of capcom games that exudes more "capcom" style than this. they have translated their 2d sprites and concepts to 3d perfectly, the shading, the…