Damn, they will need to make something with predators... cuz they are they are the ass kickers. I think we may be very hyped with this film. With alien you don't see the monster until the very end, and you end saying huh? Watching the new trailer i had the same feeling of playing Metroid :)
Hi again, monster. Yes, I do want the world coordinates. I just tried your code and it works perfectly. I'm surprised I didn't think about that sooner. I didn't know it would be this easy though. Thanks again for your help. This was bothering me for awhile.
I actually really like this, but you're missing a huge opportunity to have the monster fall over all the way onto the ground instead of just slumping! Also it would help to add some FX to the gun otherwise it's hard to understand what your hero is actually doing at first glance.
@sugoilord Thats a great idea! Especially because I wasnt satisfied with the cloak... Initially I wanted to make it look like its crafted out of the remains of the sea monsters surrounding Bilgewater, but I am not sure about this. But I will definitely try parrot feathers :) @ijur Thank you!
Yeah, I'd say Fraps is the best choice. I could get decent results on my less-than-beefy machine. A friend's monsterous work machine captured video at something like 60fps (sorry, I don't have the specs for it, but i know he was doing dev for the 360 on it)
Nice videos. Now I know how to put a vehicle in unreal. Silly story, I have some pawns setup like action rpg grind mobs, and some as boss fights. One of the bosses got in the car and started infinitely running down respawning monsters. Good times.
Talking about my currently in development project Hunter's Tale ( a pixel art sort of Monster Hunter), these are some test for the animations (I'm not an animator actually, but I try my best) of the giant toad "boss" Also, something from my old sketchbook level design for uncharted3pixelart project
Welcome to MMO developement, make that monster 1 draw call either throw how you UV it or through code. I believe that's why the UVs are so odd on the Warhammer Online characters because we had a process of baking all the armor & clothing down to one texture at runtime.
How much ram does your system have? Simulations are time consuming. Bifrost does have great quality but is therefore slow. The big studios do not care that much about speed they have monster computers. For a one man show look at other solutions like phoenix or realflow.
Often times a pipeline basemesh will be supplied that already has final topo. So it depends, as Monster mentioned, if you're doing the sculpting. And UV unwrapping is also required. As for texturing, some workflows are even following VFX in that some details that would have been in the sculpt are now done at the texturing…