Well I guess that's up to you to decide your own opinion - but I found it quite boring. Then again, I think I only played MDK 2. Maybe 1 is better? If you haven't played KOTOR - or haven't played it in a while - that's definately my #1 recommendation. I played it when it first came out, but replayed it a couple weeks ago…
A regular Ford Mustang is 140cm high. Depending on the height of the chassis and the wheels that may vary another 10cm. This means each of your characters is a midget. Your curb looks like it's 30cm high and your tree's would catch every truck passing by. I wouldn't really make them bigger, but I would definately…
Quick update. Definately getting there with the likeness. Just a bit more fiddling with it. Hair is totally placeholder. Will be game ready hair when i get round to it. If no1 has any major crits after playing with it a bit will be doing more details (moles, pores etc). I know that the eyes are slightly too small. Thats…
I think you should focus more on defining more interesting silhouettes, play more with the main pieces. I feel that you went to fast to detail, before having a solid/interesting main shape. I say this because the overall design feels stiff, because of what I mentioned. Even if your detailing is nice. The most important…
Your metal edges, especially on the jump pad are pretty sloppy. Not every edge needs massive wear, sometimes just a bit brighter line on the specular does the trick on defining the edge. Secondly, it seems like you are priding yourself on not using reference. This is a VERY bad habit, and I suggest you break it asap. Using…
perna - I've been reading up all about intersecting meshes. Would a part like this definately need to be one piece? Its at the back of the gun, in clear view if in first person. One mesh will get rid of the ugliness in the bake where the meshes, intersect right? For less visible parts is it less important to always have a…
Looking at it one more time (last bit of critique) I think maybe the rib cage could be defined a bit more, it kind of melts into the abdomen a bit too much. She is athletic so I think giving her upper area a bit more definition would help. And I think you made her a bit too old looking still :P Anyway, the anatomy is well…
http://www.gamasutra.com/view/feature/173545/fun_is_boring.php?page=3 Fun is really difficult to define. And why should everything in a game be fun. I know quite a few games which have purposeful mechanics in them which arent fun but the games are better for them. Games really are difficult to design. With art you at least…
I loose the whole structure in the wall. You gotta define those edges :D because you have to think, if that building has been there as long as the bridge, there will be some dirty build up and what not on the wood and on the stone. Your on a good path that is for sure, you have what could be a GOOD piece, you just have to…
It's going to look bad as a bipedal creature, no matter which way you try and do it. I mean, the defining anatomy of a gorilla (for me, anyways) is the large upper body and arms and smaller backside (like a reverse bear). Does it absolutely have to be bipedal? I could imagine a gorilla centaur running through a jungle on…