I thought it was PRETTEH it was clunky, but thats probably due to it being a pc/console title... deus ex invisible war had similar feel to it, I blame the consoles, although I'm sure its gonna be pimp on the xbox.
There was an interview with Del Toro on NPR this morning in which he shares some fascinating tidbits about inspiration, story, creature concepts etc. You can hear it here: http://www.npr.org/templates/story/story.php?storyId=7000935
[ QUOTE ] And telling opensource software devs you want something new is useless as fuck, haha. "Here's a tutorial for low-level python/java/c-programming, have fun!" [/ QUOTE ] Kind of like the request forum here
A-N-P: yeah, its gonna end up being a dark dim refllective glass. SHEPEIRO: thanks a lot for the input i def didnt notice the front wheels... im gonna modify that. thanks for the crits guys!
it would be a really bad problem if MS made it hard to get it sorted but they seam to be so resigned to it that they dont question it any more just send it in and get it back pretty quick (with test/dev kits) whats the norm for retail?
oh yeah, mass effect def uses unreal. i believe mass effect used the beast renderer anyway, which is what this update to unreal is incorporating (baked AO lightmaps). i'm really looking forward to ME2.
Yesirreee! Congrats tinman. More MA polycounters here... http://boards.polycount.net/showflat.php?Cat=0&Number=60477&an=0&page=1 Oh yeah, and here's a good list of local game devs. http://www.bostonpostmortem.org/bostongamedev.htm
As dev of Hair Tool, I know that making hair with split is pain. The way It is solved in blender geo nodes, was to use loose mesh island for parting of hair (no need to paint texture, or vert group). I used this method in Hair Tool - you just cut or split edge, and this creates parting. You can repeat this to get smaller…
Nice piece. Material definition could use some finesse I think, popcorn looks a bit like baked beans, Dew bottle is looking less like transparent plastic, etc. A bit of materials work could really make it shine!
The UE4 devs seem to suggest using the AO texture slot for cavity scale AO only, and that medium to large scale AO should be handled by screen space AO, baked lighting, or distance field AO. Otherwise your doubling up AO.