They might be using voxels for lighting and non deforming geometry. Real time deformation of voxels, like we get from linear blend skinning, does not currently have a good solution that would meet audience expectations.
The placement of things looks pretty good - it's nice and non-linear; buildings are placed in good variating angles. Need some nice close-ups on the building you seem to have worked on. Are the green ovals going to be trees?
Unfortunately you're going to continue to have harsh linear shadow edges when your geom is that low-res. You could try simply adding a TurboSmooth modifier, just for the render, to add some more triangles.
I'll admit I wouldn't be thrilled with only 5 hours seeing 60 bucks is a lot of money, but I hardly ever buy linear games at launch price. Or at all, more of a sandbox person myself.
Getting started on an attack animation. This is just linear keys every 3 frames. Imagine the giant cylinder is a turret. He's going to hit it pretty hard a couple of times, and then "earthquake" it with the big pistons on his arms.
...... And if someone success to make working the mipmapp options in Maya 2009, I would be glad he explains it to me!! in Maya 2008 it works perfectly but in Maya 2009 there is not difference between Mimap Linear and Mipmap Trilinear.....
Thanks Just to show I'm still on this fellah; here's a shitty render from Rhino of the Tripod. Not finished by any means, lots of bolts and stuff to add. The legs are linear actuators, driven by a battery stored in the hemisphere.
I think I found the solution, it is sampler2D ColorSampler = sampler_state { Texture = <ColorTexture>; MinFilter = LinearMipMapLinear; MagFilter = Linear; WrapS = Repeat; WrapT = Repeat; } excuse my newby questions I have just started on this......
this is the closest thing I've seen to what you're looking for. https://drive.google.com/file/d/1QecekuuyWgw68HU9tg6ENfrCTCVIjm6l/view it's a long way from straightforward to implement - you can get away with linear blending though for a lot of cases
It is possible to make a blendshape not transform linearly, but instead attach it to a curve which it transforms along or something? Maybe a blendshape could be combined with a deformer to get the effect? I'm trying to simulate flower petals opening, but the linear transition isn't very great for it.