the most important things to think about when retopo is to consider how the character will deform, how you are going to texture your model including seam placement, you tri budget, silhouette.
SUPER It's actually a quite competent freeware encoder capable of most common formats and codecs, including WMV and MOV. There's an abundance of AVI-tools out there, WMV- and QT-tools are not as common in my experience.
yeah well if (self) meets (not self) ( if person is an asshole( fight ) if person is a pussy( run or bitch ) else( expand self to include not self ) ) that's Samsara, bitches! you could always kill yourself.
Cool thread! I wouldn't mind having a working version of the Tumbler (Batpod included ^_^) from the Batman movies. People would think twice before cutting me off on the highway with this baby!
Conceptualize... model... texture... AND light? Wow. I'm suprised 'animate' isn't included! I keep hearing that I should "Focus on one thing and do it well." Maybe I will have to rethink this.
you could have said that to begin with. in fact, it wouldn't hurt for you to proofread your post before replying, including your titles. Intuos3 6x8 is all you'll never for many years.
The last update included no lighting in the diffuse texture. I mostly had that for lighting concepting purposes prior to bringing it in engine. I still have occlusion in the texture, but all the lighting is in Unreal now.
i don't know what hyper real means but if they want a realistic rig, i'd assume it includes stuff like accurately deforming muscles when joints rotate, and muscles flex, etc.
Finally Tyranids in Dawn of War! I wasn't too interested in the first game knowing that my favorite tabletop army hadn't been included. But this has definitely caught my attention now.
It'd be better to add in a chock full of extra details including wrist bands, rivets and all for that resolution. Sometimes a UT2 character with as much detail like that would still work with a 512 resolution.