looks good so far. i've been at this place:-). I think you have some odd and useless polygons. for example on the top of the buildings but also on the front. good luck with uv's and texturing.
Snader's second example is great. If you need to, you can reduce the tris even more by getting rid of the center edge and rotating the vertex normals outwards to make the planes look rounded.
The design is kind of broken, you just have parts clipping in wherever, maybe consider where that trigger is actually going, for example, and how it might work? Where does the ammo come from?
thanks HP.. another noob question. How do I reduce the bloom in the lighting? Especially when inside an enclosed environment and looking out a window. The bloom is so overpowering, here's an example
Turing was a coward? Using your Rosa Parks example, it would be like bleaching her skin and telling her being black is an illness. Is she still a coward when she's had enough of that?
Sorry I was unaware that our drawing was just a redone drawing of his work, I presume it was done as an example. I will take it down immediatley. EDIT: I have added more pictures.
seems like you need to get to grips with some basic rules on painting in perspective. check this site out for example http://www.olejarz.com/arted/perspective/ simple one point perspective painting.
Men of War is an RTS, but you can pause at any time, or slow things down. For me, it captured a lot of what made X-Com fun-- a lot more than JA2 for example.
thats 90degrees?I dont think the normal map will pick that up, here's an example(read through that, its somewhere in the middle about floating geometry). http://www.iddevnet.com/quake4/ArtRefere...7ea3f511a7a1fab