Pretty clean modelling. The edges are way too hard if you intend to bake this though. And I think you should try some rounder shapes, those are usually the hardest to model. random example:
the screenshots really don't do the new features justice. sure the tesselation isn't really a "true" example of how/what it should be, but the game IS a lot prettier in DX11 mode if you actually play through it.
Could be, but for an example, Hamburg is 25% more expensive then berlin when it comes to living (Apartment) and up too 10 % more expensive for food. You would barely be able to survive on 1800 a month (if that's the brutto).
This would set the variable only once, whereas in this example, the variable is set at each iteration Agreed. kwshipman sorry we are a bit off topic now ;) I hope you find the pattern usefull
I think it is a step in the right direction. They need to lead by example. If it goes well, other states will follow. Just like medical marijuana. http://www.thefreshscent.com/wp-content/post_imgs/1206/medipot-states.jpg
it doesnt really matter. From what I can see is that anyone's art gets stolen or could get stolen and be changed for some other project if think about it. for example: Thief = Assassin's Creed
for your first model i guess, it looks really good, next step is to focus on details or redo some of the proportions, for example the toes, they aren't so flat in real life if you look closley :)
This is all i can :( My question is: How can i build a smooth Roof, like in the Pictures of Mount&Blade? For example The Straw Roof. How do i build in the Stairs for the Straw Roof?
Mainly I'm working with PSD files. Mayby thats the problem, what do you think ? These files are heave while having all layaers inside. But saving each time as tga for example is not comfortable.
Even with the UDK example decals the decal does the same thing, Is it a udk Limitation? or am I doing something wrong somewhere? Need the decal to not show up where the objects material is masked. (Circled)