The UI is what business types refer to as a "bar to entry." This is a good business model if you're trying to limit the number of users but not if you're trying to build your user base. If the UI were better (and I don't think there is any custom configuration that can cure all its woes) and you didn't have to trick the…
Lol its a funny death animation. Have you tried seeing looking at the technical requirements (scroll to the courier section)? "The walking courier's animation is straight forward, however you should animate the flying version as if it was flying on the ground in all but the death animation. This is necessary because the…
Yea I'm having issues with the way they parent the legs and shoulders... they seem to be constrained in some odd manner rather than an actual child of their respective parents. Ran into some issues after pushing the upper spine more only to realize that with the shoulders. I can get around the hips issue by just using the…
Here are some more that I have found for you but i hope you can return the favour :3 http://thetrashcaretaker.deviantart.com/gallery/?offset=0 - great environment concepts. http://www.creativeuncut.com/ video game art and design http://conceptartworld.com/ similar to concept root but has a few different artists on there,…
I assume you're doing a semi-blockout in those screenshots. I imagine that when things are fully textured, the environment will look a bit busier and more lively. Other than getting some nice materials going, the first suggestion that comes to mind would be to add some twigs, rocks, and leaves as scattered meshes. Build up…
Don't worry though, I don't think anyone in Norway has even bothered thinking about the possibility of them being any kind of cause. It's just a part of the procedure, since the games are connected to the case in certain ways. Now I don't know what kind of a knee-jerk reaction the US will get though. Fact remains though:…
There was a thread about the blending of the meshes with the terrain, but I don't think anything really came out of it other than it just being special Frostbite magic. You can achieve a similar affect in Unreal with the Pixel Depth Offset and the DitherTemporalAA node, although that's just a soft blend with whatever the…
That's a good update. Still plenty to do. The moon itself IS the night time light source which is casting moon-beams in your scene. But visually, you placed it in the background in a totally different location than the source. This is a pretty big scene conflict, either adjust the light angle or move the moon. As a light…
@James Ordner: a very similar situation to mine, and the comments in that thread make a good point towards using a more modern engine. @Justin Meisse: I've seen Retro Blazer before! I guess what that brings to mind is the fact that the original Quake engine is dominantly rooted in FPS mechanics, which I imagine would make…
really nice piece, here my 2cents - not enough foreground in your final shots, if you compose it better you could sell its artistic and technical merits more. -the atmosphere is just too much leading to a flat feeling peice, try reducing the fog and adding some particle based layered fog maybe -the wear and tear in the…