I love doing interface design. I do all our current menu systems for our porting projects. It's a great way to break up the monotony of 'next gen' game development.
Here is the wireframe for the Drone, with normals. I know there are some parts that I could probably optimize and cut. Too lazy to do that at the moment. Plus it is for next gen engines like UT3, so....
Boston and Australia blocked? My theory is Ken Levine hacked the game and drew penises on everything. see if you can run it from the x-gen mirror http://www.xgenstudios.com/play/dinorun
dude! they are geospheres!!!! they are just next gen normal mapped geospheres!! kunglao why dont you show us what you got and maybe we can give you some tips?
They appear to have been surgically attached to her trapezius'. Love the new look. I love the growing trend to take current-gen tech and applying to something OTHER than hyper-realism.
While it's great and certainly has the mood you're trying to pull off, as a scene I also think it lacks color. It has that typical brownish/desaturated "next gen" look to it. Kind of bland.
Hey nice job on the wiki! That's fantastic. I wish this stuff existed when I was picking up next gen. I'm glad it does now at least. Super neat leaf trick.
[ QUOTE ] So then... it is agreed that there were more fun games to play back then, than there are now? [/ QUOTE ] Ok, next gen Silent Hill 1 remake (please don't base it on the movie though!)
Ive been looking to brush up on my XSI character modeling skills and have found tones of stuff for next gen modeling but no tuts for simple low poly character. If any of y'all could point me in the right direction it would be much appreciated.
Hey there, i got following question. is there a way to check out the values for the spec and gloss maps in substance designer to get correct pbr values that fit into a next gen engine like cry or ue4? in photoshop i used the mean to get proper results