Found an example I made recently to play with vertex normals. Might help you visualize what I'm talking about. http://boards.polycount.net/showpost.php?p=1122194&postcount=34
create the systems for the game, the gameplay mechanics.for example wow - how combat works, how rest works, how items fit into the combat mechanics and such, how leveling up affects these things
This is the best i can get out of this image for example. Its on its own layer and i press the shape ---> normal button on Ndo's main menu and then adjust the settings i see.
hair is looking good! don't forget to give the tips of his mustache and beard some transparency/feathering. I noticed a lot of the characters have it (tracer's and zarya's bangs are a good example).
Awesome! I will most likely submit my whole rodents faction, that i will expand during the contest. :) Can we participate with more then one entry, for example in the characters and weapons categorie?
Here's your example, blended using CrazyBump's mixer, with both maps at 100%. Along with a better blending operation, CrazyBump gives you sliders to adjust each layer, and a 3D preview.
but that is a pain in the ass to work for when you want to work for example with modular building blocks - because in the end they will be placed intersecting at times into each other - will this cause also errors in those engines?
I trust Jackson to do the right thing, But then again the original 1933 version os a brisk 90 minutes,and is the finest example of cinematic pacing I have ever seen. Scott
How about a soldier and some sort of military vehicle? For example, make a tank, ATC, jeep, etc. and a soldier or 2 to go inside it? You could have a max of 2000-3000
Seriously? Hah, that's cool. I'll have to check it out. There hare times where shitty looking games have the gameplay to keep me involved (World War 2 Online for example).