...I'm not artist 2D , but it could be something like this for example ...even more Yours before - http://www.miseryproduction.com/divers/f4n4ye.jpg Yours after - (with dizzy's touch ) http://www.miseryproduction.com/divers/f4n4ye_modif.jpg
It's all mp3 files. No idea what's going on.. For example. i have an album where only 2 musics show up in itunes while the rest of the songs don't get imported :( "#%$"#$"#!!!
I think what might be good, is a screenshot/mockup example for the mouseover. I'd be fine with the concept, but I'm curious how you'd pick the image, and if it would be large enough for details to be seen.
I see what you mean. A good example would be Resident Evil 4, for Gamecube. When it was first revealed, a lot of people had no idea that the console was capable of something like that.
i always understood it as a cinematic artist worked on cinematics, those rendered movies that were way cooler than the actual game. they'd work at studios like http://www.blur.com/ for example
Check out the '7 soldiers of victory' 1st graphic novel spacemonkey. Theres a great new direction taken for the camelot knights, a good example of a reimagining of traditional fantasy characters. r.
i think you're loosing a lot of the scale of the scene compared to the concept. like for example the size of the bus. but like [3DLee] said you could scale it down to make it a smaller scene.
Is there a similar example for the shoulder joints? If I'm trying to keep the arms/torso as a single mesh I always get a terrible deformation when the character attempts to raise it's arm up to the side.
Nope, its 6 bit. See here in example. http://www.geocities.com/icecow88/970p-dithering-en.html More reliable source http://forums.anandtech.com/messageview.cfm?catid=31&threadid=1745344
Here is an easy example that shows the problem I'm refering to in general. I also included the files with texture so you can look at it in the program if interested. Thanks. Alex box01.zip