I know, apologies for that. To be honest though, there's not a lot I could give away that hasn't been shown already in released media. The podcast they ran covers pretty much everything, and from playing the beta, I can confirm that it's just as they show it.
The Giantbomb guys seemed ambivalent about it on the podcast. Considering the fact that Giantbomb was founded by Jeff Gerstmann who was fired for giving an honest review of a terrible game, I respect their opinions. So it sounds like a game for superfans that want more Arkham City.
Links to stuff: http://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice There are additional links in the last section of each of those articles as well http://www.polycount.com/forum/showthread.php?t=135776 - we did a podcast recently
very interested, always love your take on different situations and how to handle them, i think this would be an amazing share of knowledge with everyone :) you should do podcasts, kind of like Games Industry Mentor http://gim.acanaday.com/ but more often :P
Thank you BrontoThunder!! (I really enjoyed the podcast!) I will come back on the textures and see what I can do to improve that. Cheers Hudston! I'm not really happy with the run either, I will try to improve it. Thank you for your support man!
@Ben thanks for the podcast, it's been interesting to listen to. It does sort of make me chuckle when they talk about how special and unique their community is, it just made me think about the Doom & Quake modding scene. Yes the FPS savages can also form communities.
no word yet. Rock Paper Shotgun has a podcast interview with someone from Valve talking about why it is a separate game and such, but I don't remember a price point in there. He said it is a full fledged separate release though, yet community maps can be transferred to work in both.
Adding Artists as module owners is still the plan. Ton's mail about it. They discussed it in the last Blender Podcast a bit too. There is a link to the modeling mailing list in the Discussion Links from there. I'd really like to see that keymap get done, but he hasn't committed to it since last November. :(
I know that Id software uses modo - see the last podcast but never heard of other game companies using it as a main toolset (import,export,...) anyway I think we all agree that autodesk needs to change their priorities and price table in future in order to convince the advanced users.
I made a really fast podcast for showing off wireframes over your geometry. I've looked at a lot of UDK portfolios and it seems like this is a tricky thing to get to look good. A buddy of mine came up with a really neat idea for a shader and it works well for this purpose. Anyways hope it helps some people.…