Ghana was very active and agile in the game. Serbs looked to have some tactic but they failed at execution. Players kept missing good balls, losing control, etc. Germany now YEAH. I bet 500 polygons Germany will win 2:0
Hey sefice, you have quite a nice start there. What will you put to replace the spiky polygonal model in the back of her neck? I can't guess who this actually is unfortunately ^^'! I'm looking forward to seeing her fully colored anyway.
well you could also create those details in texture. There is no real need to do the finest of the finest details in your sculpt. You can still create fantastic pieces with half a million polygons, you just need to manage the density/details.
Polygon article reply that made my day: "Now that Destiny has officially launched, Blizzard is safe to announce that they've cancelled Titan, when really they just gave away much of the work they had done to Bungie, who then finished and released the game.”
Imo, the difference is the series has never approached this kind of, forgive me, graphical realism before. To compare this to sprites or blocky polygons from the PS1 days is a bit apples and oranges. It's almost a different medium now. edit: beat me to it, late reply.
It's the default material in UnrealEd. I'm pretty sure it's the model that is looking bad, since it was showing signs of bad polygon placement before, and still is subtly in Max. Apparently what I'm trying to make is a groin vault: http://en.wikipedia.org/wiki/Groin_vault#Comparison_with_other_vault_designs
Yep, detaching it is probably the easiest way to deal with it. I got bit by that once working with someone else's model. I couldn't figure out why these stray polygons kept showing up in the render. Finally figured it out, but it took me a while.
Hi VikingJim. To me usually something like this happens when I have some UVs outside the layout. It could be something that you left outside the UV layout because it´s still wip, but those polygons are part of the basemesh. Good luck
Tip: Set a camera to the correct distance that will best represent the size of your character on screen. It'll help a lot in figuring out where you need to add/take away your polygons. Your sprite art seems like a good size.
Favourite game ever. Funny reading post-mortems on that game. Apparantly they had some prehistoric motion capture setup, and it really shows in game. But how dare you diss those graphics. Look at these models! Chock full of polygons and texture maps!