50-100 units is a lot. You'll want to avoid bones for this many characters, on a mobile device. Better to use a vertex shader to move the leg tips around. Besides, they're going to be tiny right?
It makes sense when a a dozen .50 cal bullets hit a guy that he blows into pieces. It is moronic violence for the kiddies when they have a person's face explode because it's bumped into some loose snow.
I was expecting it to be 50, but it turns out you can go beyond that. So I'll have a guess at either 100, or whatever level you end up once all skills turn 100.
Is there a compiled version for maya 2010? If someone already ask for it can you link me to the link. It's kinda hard to read 50 pages straight. I got up to page 20. Thank you.
Although we plan to have 50+ creeps/dragons on the scene, we will also plan to have 5 different dragons, and 12 different creeps. That would be 18 different things getting dynamic batched.
Jackablade: I suggest setting up a macro on startup to set Export xyz offsets to 0 and Scale to 50 (works for me) so the scaling says consistent and plays nicely with Max/Maya etc.
hopefully after halo3 bungie will move onto some new ip that can get their artists inspired again. They've gotta be bored as hell working on nothing but halo for the past 50 years or so.
Seems like every place in Denver has an ID man, a cop at the door, and they HAVE to ID everyone. Even my friend who is 50 is always id'ed, and he know's them personally. :P
@GCMP - I'm not sure. I worked a couple of solid weekends and evenings for a couple of weeks. Probably something in the neighborhood of 50 hours. @Jon - Thanks man! I really appreciate you taking a look!