no giant "D" on the buckle? oh well i always thought that element was a bit campy anyways. I like the shinguard that you chose to add alot, simple yet effective. it will be interesting to see what all the rest of his gadgets turn out to be... is that a pocket protector? -Woog
the marketing was awful.. it's not very indicative of the game at all, outside of the fantasy elements. the music is also beautiful so far in the game. If you liked any previous Bioware game you're probably going to enjoy this one a lot. that's the most accurate recommendation I can give :poly121:
Well break it down to basic forms first, you can always worry about the details later. One way to do this: 1. just some cylinders and a box 2. then taper modifier if you use max 3. create shape from loops and arrange the elements
We are still looking for one more concept artist (with a focus on nature, fantasy and/or oriental elements), one more 3d character modeler and one more animator (with a focus on fighting). Work in Progress (this time from our Engine, that is now supporting bump mapping and other shaders):
yea cep. maybe the light blue element a bit stronger saturated. apart from that i really dig it so far. the nose is nice. i gotta rework mine. face looks like plastic. not wrong i like it. doesnt work with the wornout cap tho
games like re-volt have done this sort of thing in the past but they added alot of arcade powerup elements to make it more fun. http://uk.gamespot.com/pc/driving/revolt/index.html so what makes this idea different or special when compared with other games in the industry?
Blockout finally finished in 3dsmax at the 3rd attempt. Plan was to keep the elements separate and then sculpt them individually in Zbrush for the damage /stone chips etc. 10K polys in the scene with 21 pieces. Still easy to adjust proportions at the moment. For the record I did decide to go non symmetrical as per the…
Hi everyone, I was wondering if there was a way to change that problem, whether I am looking into the viewport or a render, the background elements seem to get blurry whether it is a texture or a mesh. I want everything to stay 'crisp' and sharp, especially if it is for a beautyshot. If you can help please do not hesitate…
Hi everyone, When creating a game asset with glass/transparent materials on it, should any geometry that has a transparent material be a separate element/part, with its own UV pelt? Because I am researching and beginning to understand that anything with a transparent material needs its own shader applied to it, is this…
Ive been trying to migrate the particles folder from the Elemental demo to a project I'm working on (Ive tried both the content folder and a custom folder I made.) However, when I try to open it in the editor the folders are there but none of the content is available. I check via the drive its located in and the files are…