Scale is always relative thing. But when you say it's real world scale, it's a fixed thing. I've done a tutorial on this topic. That will answer your question. He's the link. https://www.youtube.com/watch?v=YF1sEN9B1CA&t=75s
Looks good so far. I know someone whoms made recently made a physical replica of this guy. Here. http://forums.overclockers.co.uk/showthread.php?t=18102304&highlight=robocop I dont know if it might help for refs.
I believe Sony has basically confirmed the 1 gig OS. Here's a interview with a Microsoft rep kind of suggesting the 5 gigs of ram for games https://www.youtube.com/watch?v=_M7oHSoL9sU&feature=player_detailpage#t=586s
don't render in red >.> it's impossible to see anything. Don't forget to gave credit :/ this for example was a concept made by charlene. Maybe this can help you, same building made by someone else http://www.polycount.com/forum/showthread.php?t=122775
I have updated to beta 3, which has a lot of good changes, mostly to balance, plus the laser now fires at the end when red holds the point. For those interested, check out: http://forums.tf2maps.net/showthread.php?t=15978
Maybe you could try the Nex Plugin for maya it has a similar feature like the Live Mode of maya but way better, but i don´t know if this will help you with your problem though, this was just what came to my mind
I think you have done well to keep in line with the concept. All you really need t do is bring out the red, jagger up a few edges ( can be done with a normal perhaps) add some dirt and rust and bam!
So here's the question: How can I export a skeletal mesh (one that is cooked) from UDK into a usable file for 3ds max 2012? The reason I want to do this is because I'm in a group project in a level design class (and I'm relatively new to UDK) and the professor wants 2 custom mesh's in our level whether it be vehicles,…
Zindagi Games is hiring! We are a 2nd party Sony studio and have sold over 8 million copies of PS Move related games on the PS3. After great success with the Move, we are now working on a new, unannounced AAA game for PlayStation 4. We have an innovative and exciting game design and some very unique and interesting…
Bi-Monthly Game Art Workshop - Workshop #1 Alright guys, since this is the first workshop we're going to keep this one simple, we've got some cool ideas for some more indepth stuff later down the line, but we've got to see how this works out first. Start date: Monday June 8th End date: Monday June 22nd We'll keep this one…