its cool..but 15000$..for the targeting system and 3000$ for the weapon..I bet the troops would just be happy with an m-16 that was sand proof (I just pulled those numbers from a google..but I'm sure the cost falls nowhere inthe realm of practical)
Concerning the "color variation", I guess they could be talking about something like this maybe: http://wiki.polycount.com/TexturingTutorials?action=AttachFile&do=get&target=handpaint_more-color-saiainoshi.jpg http://www.tmhunt.com/pics/wood_tute.jpg http://img195.imageshack.us/img195/8712/woodgif.gif
@achillesian - I posted in the low poly hardware spec thread to get an idea of what to expect from the phones I'm targeting. I really think I can go quite a bit higher than that, but I have testing to do and brains to pick.
good story unique non-cliche characters paid DLC which offers more than 10 minutes worth of gameplay free content patches (e.g. LotRO) console/PC ports where the devs properly adjusted the controls for the respective target platform
[ QUOTE ] No More Heroes a "normal game"? I wanted to pick it up but it sold out over here [/ QUOTE ] It's a normal game in that it's a game designed for us so-called hardcore gamers, which isn't the crowd Nintendo is targeting with the Wii Sports machine anyway.
Getting the shirts dealio together before this goes down might be a good target for mr Brome. So we can spot eachother. But thats no guarantee of mature social behavior between a bunch of computer nerds. I'll be the one in the corner refusing to talk to anyone.
your target goal is way out of your range. you should design this for UT2k4. you need lots of practice still. that head mesh is horrible. find better reference (a simple loose line drawing won't convey the right shapes), and follow it closely.
Hey there, I'm currently working on a real-time model of Saruman the white and I'm running into a bit of trouble with the sleeves. I've tried a couple of solutions from running a simulation in unreal engine to get the sleeves into poses I want. I don't have much knowledge when it comes to rigging or skinning so I've tried…
It looks like there's a ray miss where the hard edges split the mesh. Hard edges that aren't pared with UV splits can generate extreme normal values that will cause artifacts when blending across the split edges. This can be resolved by adding a UV split along the hard edges and adjusting the padding so there's adequate…
I absolutely love your animations, along with the very original idea of the whips - it gives a very dynamic feel to his movement. I often come up with MOBA kits in my spare time, and I did one for your character - Ashytkin - The Ice Demon Primary: Assassin Secondary : Fighter Projected Meta: Assassin Top Lane, Full Damage…