As far as Bioware goes, it's not within EA's interest that they'll go do that, it's actually not within any publishers interest, nor is there any point for a company to try to grab $2 million on kickstarter when they can grab $50 million from a publisher. It'll be independant(as in not owned by a publisher) game studios…
Haha, I wish man. Im almost 26 and feel like I'm turning 50. I work at a warehouse and at my school, nothing art related at all :( By the time I get home and cook it's bed time haha anywho, here's my recent work on this project, almost satisfied with it. What do you guys think?
Interesting film. The audio from 2:17 onwards (the outside scenes) was a little distracting because of the quality differences, and at 2:50 it's slightly distracting having the main character's head cut out of the frame (rule of thirds etc). Other than those little nitpicks, cool film, hope you get time to make some more!
I agree with BIGTIMEMASTERs feedback. The weapon looks incredibly boxy, I assume you followed a 2d concept with only a side view. You should probably round off some areas and in general the weapon looks veery thick. You could try and scale it down width wise to 50-70% or so and see if it looks better.
As long as you have the passion and will, your age does not matter. I would not even consider a person in his early 30's to be old, let alone "too old". I saw some aspiring artists aged 50 and over just starting out in this field! Try telling them that you're "too old" for the game industry.
But you don't even need to use it. You can use a $50 streaming device to your TV from such a PC if that's what you prefer. I believe that's what he was talking about in the "Good, Better," or "Best." categories. Good would be such a streaming device. Better would be their own box. And Best would be any PC at any price.
After roughly 50 hours, I've completed the game (and still completing some side stuff). It had a refreshing story, that wasn't the typical generic evil villain. Every time I thought I was reaching the end of the game, it threw in a new mission, but at no time was I distressed by the additions. Well done to those involved…
An easy way to manage texel density is to use a script. I use Advanced UV Normalizer. You can grab the texel density from one object (say a plane mapped to be 512x512 = 50 CM2), save that as a preset and then apply that to other objects. Saves me a lot of time and effort, not to mention it keeps my texel density…
this not entirely right, i guess you mean that meshes clip through the surface of the highres? it was somewhat pissing me off at the beginning as well, but it helps seeing how different the lowpoly is from the highpoly. if you want it to render more like topogun, just push the zbuffer value way higher, 50 should do for…
Thanks Jessica :) Ill remember that for future renders, most of these images are also scaled down around 50-60% - not sure if people would like massive images :P Yea I've done pretty much what you've said but it still comes off as really bad looking, taking a few screens now so should be up soon :)