I wouldn't say that 3 hrs of playing games in one sitting is ridiculus; but assuming that it was it's 'still' not addressing the issue at it's source. I guess it's human nature to look for a quick fix rather than investigate the root of addiction. -R
coming along nicely! one minor crit: i think the robo leg doesn't go that well with the rest of him, the rest is all very smooth and aerodynamically and the leg seems just so... squarish :P keep it up!
Updating this with some of the feedback that I have received. I moved a bunch of stuff around, added some new textures, adjusted the branches to have a better flow and be less angular, added roots in the ground and tweaked a bunch of the shaders and lighting.
Some painting progress on the the root stump. Probably gonna bounce around the other stumps get them all to similar quality and then take them collectively to a finish. Rock Alphas probably won't get sculpted until next week.
Animation and lighting is up to par! :) Guess I'll be the first to moan and say that i wish it was more survival horror than the action shooter it looks to be in the trailer. I enjoyed RE5 none the less, just wish it would return to it's roots.
Hard to say but if some of the rumors are to be true, the project has undergone a change in identity/naming/branding...something along those lines. Same. Really hoping it goes back to its root a bit though... mainly location (west coast).
Are you loading a Suite 1.x project in Suite 2.x? If so, that's likely the root cause - Suite 2.x is currently incompatible with Suite 1.x due to massive changes in the software backend and material library functionality.
I know its not in the design, but I get a very root like feel from the feet. I wonder if it would benefit from a more 'werewolf' or animal style of legs. Thats just a issue with the concept though, not your sculpt.
for hilight, you simply add the 5th or 6th square root to your effect (x^0.03125)-some clamping value and for the shadow you do te opposite some sort of, gotta try that myself to really say somnething useful
This is the one you want. And if you didn't want to type that everytime you open your level, you can put that cvar in a user.cfg file in your root SDK folder or in a level.cfg file that would go in your level folder.