Oke but do you like keep the double sided jacket and use that as a final game mesh? And do you delete bits of the body mesh where the player cant see such as inside the cloth?
I found out that in the components editor I had to set the collisions of the BoxTrigger to custom and only have player checked. Thanks for taking the time to help figure it out, that may work as well.
Highpoly is done! Moving onto the low. I'll probably get rid of the kickstand thing as it's in the way of the "player" to actually stand and use the keyboard hah. This is why i shouldn't be allowed to concept :D
Im making this weapon for the cry engine 3. It will be a first person weapon, so it will be really close to the player. For the texture space i will probably go with a 2048*2048 or with the cry engine 3 spec...
i dont think 20 k is too high for current gen main characters, i think it is on the higher end but i know lots of games have counts around there for player models.
Dont worry, the transaction thing is purely optional. Valve insists on the fact that the player has the CHOICE on how he's gettting the new items. either you pays $50 or you wait a year
If it looks good, it looks good. At the end of the day, that's all there is to it. I doubt players will look at some random prop and complain that things were done with DDO, as opposed to painting each scratch by hand.
Nice work man! Concentrated patch of scratches on the back from the players belt would be a nice touch. Also add some ding on the head cause its very clean right know.
Nintendo (and most game makers) tend to use very low contrast for the floor tiles because the player and enemies have to be easy to read. This is a good read on the subject http://wiki.polycount.com/wiki/Defining_the_Rift’s_Visual_Style