your uv shell's texel density is to low would be my bet. add more map's for those items maybe or look at using micro normal detail in your engine of choice.
create the systems for the game, the gameplay mechanics.for example wow - how combat works, how rest works, how items fit into the combat mechanics and such, how leveling up affects these things
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this is lookin good. Hopefully it's as friendly as WoW in terms of leveling etc.. I despise mmo's that require the level grinds and camping to get items. I have no time for that. I'll be watching this one.
I think I got a small trackball from The Electronic Goldmine a little while back but it looks like their site is having problems.... I believe it would be under "unique items"
Just tried it out in 9 and 2008 and when I apply it to my item it goes invisible. Anything I need to change in the settings? Seems like a great shader. Lots of settings.
mudbox does allow for creation of cube's, plane's and sphere's not up to the same level as say zbrush, but it's purpose is painting detail for items already created. And honestly it does the job quite well.
As stated already, awesome read, truthful and to the point with no agenda. I'm new to game design myself, but my main issue with this article is it sounds like it assumes great games are more an accident than we give good design teams credit for. Lemme use the already referenced example, Minecraft. Was it the product of 10…
The way we work A place where people can come together to make a real creative contribution, have some fun in the process, and get paid very well via game profits. With the digital/online distribution channels now available to us, it's only now that we can cut out the middle-men and use a truely collaborative approach…
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