I didn't really brush them off so to speak. I will be doing game engine renders soon enough. Have imported in UDK and Source many time. I'm not afraid to post work using those engines. @ BrontoThunder, Yeah I'm basically into characters right now. Anything that I post otherwise is just school work or just for fun (TF2…
How about all the Polycount Pack artists that actually got stuff in TF2? I agree with Stinger, there are some WIPs that can be standalone pieces if presented right. Someone mentioned earlier why not include sculpts? Finished, highly-detailed, polypainted(maybe) sculpts. Sometimes people don't take an idea past the…
Yeah this game would be perfect for community content like TF2 and Dota2. Although setting that up and managing it would be a lot of work. I want the standard regulation mode to be the main focus, but I really think a weekly rotation of silly modes would help keep the game fresh. Things like power ups, interesting maps,…
I work in QA right now and what everyone in both threads has been saying is true. QA is very divorced from actual development in most cases and there's not a lot of chance for advancement. Probably more-so where I work, but I can imagine more studios and publishers adopting this kind of system. It goes as far as the fact…
Go to the guide section in the Modo SE hub and watch the videos. Greg shows you the process he made to create the Dota 2 weapon from scratch. Naturally you could apply all of that to TF2. It doesnt seem like Modo SE is built to quickly export to TF2 though, but you can use it. That said, Modo is one of those apps where you…
Game looks beautiful. If you were to look at just a screen shot or just walking around with no enemies the game would look fantastic. That said in motion everything looks so noisy/busy. There is so much going by all the particles, hyper detail of environments, explosions, lighting all kinda blurs together. I remember…