That's a very broad generalization - borderline trash talk. Too slow for what? Material managers? UV tools? Exporters? Auto-riggers? I have worked on everything of that except the latter (rigging is not my thing) and I've never had any performance problems what so ever. The real benefit is that developing tools with PyMEL…
You could still probably write 6 pages about the main character in Dark Souls, and I say this without having played more than an hour of the game (didn't like it very much but then again I didn't like the first one either). Playing out a game serves as its own narrative, you have highs and lows of your playing experience…
I think that sort of thing really only works for web-browser based, mobile, or "free" games. I'd know I'd be pissed if I paid $15-60 (general higher-level indie-AAA price) for say, a full-screen singleplayer or multiplayer game and have in-game advertisements for wal-mart or Redbull. That said, there are more tasteful ways…
You've got half the answer right there - at the moment you just slap an existing texture or photo on top and generate the other maps. Textures, like everything else is a skill and an art - you need to manually create these things. But this doesn't answer how - what I suggest to start with is to develop your eye for HOW…
It all interconnects. * What kind of animation is the character going to do?* Does he float around in a hover chair moving only his eyeballs? * Is he super active like in a sports game? * What range of motion is needed in the various parts?* Does he only move forward and back or does he need to side step? * Do his feet…
The texture for the character is 256x256. I'll work on the skin tone texture some more as well. I'm thinking the plan is to go with a more average length zombie, kind of like in Dawn of the Dead remake - the zombie has been around for a couple days, but not long enough to be Frankenstein green (a look I was trying to…
I'll post pics the next time I get to my home computer. But I'll try to describe what I'm trying to do better... Say you have a mesh, which is shaped like a square. Just a square, flat plane. You subdivide it up to the millions and then, you wanna make it look like a leather patch. So you'd do some surface noise and some…
I believe it is a hit-or-miss type of thing. Sometimes cut scenes fits perfectly into a game, and really plays their part in bringing the story to the next level, others would fit better with perhaps something like Half-Life 2 type of storytelling where it lies more in the environment and walking through it rather than…
No I get it- your model already deviates a ton from the concept. I was just looking at the head- with its bent perspective and the weird, elongated jaw line, and how that was coming through in the model. Theres a muscle there that I used to miss all the time too- As far as what should be a separate model- The answer is:…
@ stkopp, They look pretty cool. The track seems unnecessary though. Why do they need it? the cart has wheels. Couldn't they just roll it? wouldn't it roll back off the track at that angle? Maybe you could use those polys to give them a little more shape, some parts of them are looking pretty low poly atm (very straight…