I imagine it's based on the intent/purpose of the character. Games that feature clothing damage/customization go for the whole body. Generic NPC in the background or character who wont remove their gear are just modeled as one mesh. But I've also seen some models that do a hybrid of the two. They might model an arm but…
What I appreciate is that they didnt make the cities you encounter just a few huts an an npc, instead some of them actually look like large functional cities full of people.
just finished up playing the second dragons age,(second play through) Now back to Origins. So I am maybe seeing the keeper from origins... Right now I can only make out the Inquisitor and Varric from 2. I hope that there more NPCs coming back from the first game ;) Anyhow looks great! Hope it has the combat of 2, but the…
There are more instances where cutscenes bothered me than pleased me that I can recall. I prefer the narrative style of Dark Souls and Half-Life. Playing the game explains the narrative and you just have short discussions with NPCs you meet along in your travels. I believe it very largely depends on how they are executed…
Different people here will have different opinions about this. If he is a main character, I would budget at least a month from concept to having a game ready skinned rigged character with a few props and ready for animation. For enemies and NPC's I would allow 1 to 2 weeks minimum.
Eastshade is a game where you play as a painter who can paint anything you see. Painting is core to the game. The game is aware of the time you made the painting, the place, and objects that are in the painting. Certain puzzles are solved by making paintings of particular compositions, and the NPCs will commission certain…
I don't think there is anything wrong with having a technical discussion about the pros and cons of the tools we use. It's part of the art process after all. If anything, it's a good thing to have a breath of opinions to go by when getting recommendations. Look cryrid, you haven't suggested BPR is better just like I…
I'm off the same opinion. Its been noticed that all the games at E3 were mostly violent. You have Lara Croft violently throat stabbing people. Its wierd, we build these digital worlds and our primary interaction is to throat stab. I remember games where you could talk to the npcs.…
I've played it off and on for years now and I have to admit that it really isn't all that time intensive as everyone seems to make it out to be (You can train enough skills to be a PvP pilot in less than a day). Sure, skills train in real time (which can take anywhere from minutes to months) but by that same token you…
Player collision in a classic fps multiplayer setup is often handled by the server only. The reason is simple, you need one consistent world representation. To avoid player penetration due lag most games also implements some kind of client side physics to predicit the movement of other players and to calculate the corrent…