ani that game is amazing :P im running a pos laptop thats almost 4 years old and i had no troubles getting quite a few little fellas floating around. i love your minimalist style :thumbup:
I'm doing a starship troopers'esque animation where a heavy from Team Fortress 2 is shooting at it, running out of bullets and throwing his gun at him. Pretty fun piece. #Quicktime #Dropbox http://dl.dropbox.com/u/8701158/Heavy4.mov
Never looked at this thread before... amazing stuff! Gonna finish getting through all the missed posts tomorrow. Here is what I'm working on, probably seen it kickin around the forum, running out of steam, near the end of the project, etc... etc...
too lazy to make a vid, just check it out yourselves :D hope I made it easy enough to get through the tiers ;) SCALEFORM UI DEMO just download and hit run the bat or alternatively drag the .gfx file onto the ScaleFormPlayer
<quote>If all of wow looked this good I think they'd have triple the subscriber base</quote> Probably not since if all WoW looked like that and had those specs then less then 1/3 would probably be able to run the game :p Beautiful model though :)
So much awesome work on this thread. It seems like the work on here keeps getting better! Below are a couple shots from my first Art Test. I had a blast doing it and hopefully when I graduate in September I can hit the ground running. Enjoy!
Some amazing stuff posted over the last few pages! I especially loving your character stuff future-fiction, Swizzle, Massbot and Tacit :) Running into Subtool limits with this guy = time to move onto bake and texturing I reckon, and work in more details that way, in combinatio nwith the sculpt.
still working in idea for the ceiling and the remaining bits of the floor. was thinking glass with some pipes running underneath or a grate with some pipes underneath. though that could be a while from now i want to do some LP's and test bakes since i got a feeling that some of my edges are too sharp to effect the normal…
vavavoom: I think B might be your best bet here. Less loops tends to give more manageable clipping. I find that, generally, the higher poly your model, the more you should tend towards "muscle loops" - i.e. have the loop run up from the pectoral and around the deltoid, with the loops following the flow of the visible…