brandoom's idea is great. you could do alot with that as well...like maybe have some water coming from the broken pipe and gathering water beneath it. that'd be a nice organic element to a fairly inorganic scene.
is not the 90s anymore. No need to go over board on a site. It looks nice tho. My only problem is that the flash elements on it make it so hard to navigate. here is a site i really like. http://www.fx81.com/
I can't wait for this. Combines the best elements of the Quake series into one slick looking, eye popping game From what I understand, the multiplayer runs alot smoother than Doom 3's did.
Thanks Vig, the only precaution to take is to run through node.modifiers collection backward, from last to first, because it is a dynamic array and if elements are deleted, indexes are arranged to fit new dimension, causing the skip of subsequent modifier.
Looks like your low poly is intersecting with you high? Which is as it should be in most cases. But it will occlude the high. Have you tried going into element mode on your low poly and hide all before baking?
I tried it briefly at E3 - there were definitely some fun game play elements to it but I haven't checked out any of the reviews since it came out. edit: Reviews: http://www.gamerankings.com/htmlpages2/927234.asp
Sweet paintover Tda thanks! That's actually helped me a great deal with the perspective and when I see it laid out like that it certainly makes it clear on the positioning of the structural elements. Really awesome man, thanks again.
Thank you. I don't really know how to draw with Gimp or PS or any other program like that. I have Photoshop Element 6 and a Wacom Bamboo tablet. I'll try to do a paint over of this.
Hey, cool project! Regarding the presentation, I think colored shadows would be nice to give an impression of ambient light (along with a fitting background?) and to have something like the bunny appear more soft/fuzzy. Right now it looks a bit monotone. In the concept there are also those plant elements that add some…
Next challenge: Retopo/Baking :# there's a ton of floating geometry so I will most likely have to separate the mesh and explode all of the elements to get clean normals... any tips on baking quality maps with complex objects/floating geo?