I did, its weird it didnt go through. Maybe Email me? Bluzdoggz @ yahoo . com is the email. Again spaces for same reason. Edit: I mean I sent another one just saying hi to test if it worked. So we'll see haha
Yep you're right, just getting confused. Only problem is that tutorial is from an older zbrush where you can click on col>txr to throw the polypaint onto a texture map. In zbrush3.5 I use 'new from polypaint' in texture menu but there is no option to export it as a PSD?
Maya. Max has it's pros and cons, but Maya is a stronger package for Animation. This isn't to say that people use max and get amazing results. Note: I'm heavily biased. Also, there has been some killer work in here lately! The animation punks of polycount are making moves :)
Bingo Arms :P http://www.telemedicine.org/dm/fh.jpg I dunno if he's gonna be that large, but anyways heres where I'm at now. Looking back through this thread I can really see alot of progress being made. Thanks guys. Keep CC comming
I've got a stupid question for you all. What is Marios FIRST NAME? They are the "Mario Brothers". Mario is their last name. So it's _____ Mario and Luigi Mario. What's his first? Oh - and for no reason other than it being freakin' awesome! : http://terminal71.com/flash/mario.php
I agree with what has been written so far and I don't really have anything else to add. Just wondering why the ammo feed chute for the CROWS weapon systems are missing in game. Is it due to technical limitations? Anyways, good work, and keep it up.
Ror: I've figured it out - the link has a full stop after the .com - try going to http://www.sagaoflouvado.com/3d.html I've checked that in both IE and Firefox, all images load and link properly for me... I guess Firefox automatically fixes that, or something? Might be the problem.
Sorry, but this is no more "cel-shading" than World of Warcraft or Ratchet and Clank. Non-photo-realistic /= cel-shading. As far as being an "artistic cop-out," I can tell you that it takes much more artistic effort and ability to hit this style than "photo-realism."
I wasn't too annoyed by the design personally, though I agree that it could be improved. it seems like you're wasting a lot of polys on some of the pieces, like the ....cot(???} in particular, I just don't see any reason why you'd need so many triangles for that?
gearbox has internships for Level Designers. http://www.gearboxsoftware.com/index.php?p=cogs&s=openings My 1 big suggestion is that you levels need more static meshes for decoration. They will make your levels ooze with detail and make them a lot more impressive to look at