Yeah I could never find a copy of ICO, that and the original MONSTER HUNTER for PS2, which I bought for $60 - $70+ from ebay. Later I gave it to a friend since I wanted him to try it... and low and behold it's fucking gone, my fav game........... FML
[ame="http://www.youtube.com/watch?v=atTvHk9CxOM"]Monolith Soft's X 'E3 2013 Trailer' TRUE-HD QUALITY E3M13 - YouTube[/ame] Im also thinking to get nintendo wiiu , this trailer sick open world, RPG, mech , transformers monster hunter. im sold
Thanks a lot monster, I'll check that for sure. For point #2: Yes it's for a game engine. It's for Unity. Right now I use when bind skinning: 3 for max influence, and then DeltaMush from advanced skeleton, just to let you know. Maybe it's not the best way to go for games ?
the pumpkin monster is coming along well, would be nice to see clearer material difference between the pumpkin skin and the tentacles, also some more interesting lighting would be fun, like a 3 point light setup perhaps and a shadow plane under it just to give it more volume
Still trying to figure out the best relative scale/proportion and thus the main composition. I know the monster puppy steals the show but I want the attention to go to the crates and grenades. So - smaller puppy and more spotlight. Thinking about ditching the environment as well. Any thoughts?
@ monster: ok ok... i've got it now... it's working! cool tool by the way! please just answer this question: why are the joint deformers bad? would you please explain... @ fat.assasin: no pain no gain... well now i can finish up my work for good... *puhhh*
as a hacky maxscript newb i'd probably try dissecting existing scripts that walk through your scene and toggle modifiers and adapt them to my needs. the soulburn scripts package has one that toggles all TS modifiers, for instance. Probably pretty much what monster said.
i think he looks to small. hes suppose to be a gargantuan space monster right? dont get that feeling. feels more like hes 1,5 meters or something. i would make everything smaller in proportion to the body, especially the wings. they dont look very rudimentary to me
Finished up the low poly geometry - it's currently 7,756 triangles, which is probably a little excessive. I still need to go back and do some sculpting on the high-poly like Tea Monster suggested. As for now, it's time to do some unwrapping so I bake it later.
I think I may know what he's getting at Daz. By looking at the spec map, and his first rendered out image, it looks like all bits of his monster have the same level of specularity, like the skin has as much specular as the metal bits do.