It seems you are suffering from a really bad lack of reference. I hope that is not the only reference pic you are working with? For example, the bipod that should be on top of the gun. See here http://en.wikipedia.org/wiki/File:WaltherWA2000.jpg
Precision of vertex location, hm, that's an interesting clue. So you mean that exact the same vertex locations will compress to identical positions. (Hey, this just an example mesh :D It takes a lot of time in complex modular buildings)
In the 3d motive example he creates a texture sheet first, runs it through a normal map filter or program like crazy bump, cuts up the grid texture, and creates modular low poly pieces from it.
not a stupid idea i believe it could be the next big thing that might replace polygons for many tasks - not just for modelling. being able to define a volume should help greatly with character setup, for example. polygons are such a hack.
still feel there is not enough contrast in the skin tone and the pants color. they are both a similar hue. looked at some bonner artwork and pushed the skin tone more orange, and picked a random contrasting color for the clothes. just an example
quest3d.com for an example: http://www.gamicalstudio.com/uk/index.php?option=com_content&task=view&id=42&Itemid=88 I've been using it as rapid prototype for years for 3d apps. Easy to use, but its a bit costly.
HEY HI!!! realtime or not ? what kind of budget ? what kind of engine ? what kind of visual style ? example of game doing it the way you want ? Answering these questions will get you 80% there. Then its just execution...
Hahah thx! By the time we hit version 1.0 I'd like to introduce staves, glow in the dark pieces, and biscuits. I didn't explain the tokens very well and want to add a quick example of a round or three.
Paypal probally shut it down. I don't give a fuck about the rabbit, I'm more pissed at the idiots donating money to this instead of to, for example, the Red Cross. I spit on Animal Rights Activists and their skewed worldviews!
oh nice so its texture quads \ polygons it it bone based anims or vertex morphs ? using for example the halflife source tools ? if you did that it would be easy to have him animating really quick in an engine