Namco could probably do it justice. Tekken 6 is extremely fucking popular here (I play it once a day and still have to wait a good 20 mins to get a seat) no metro sexual square-enix homo boys in this. ;)
exactly, the more advanced the tech becomes, the more people it requires. Just look at games, 20 years ago you could have one guy being the entire art team, now that number has gone up crazy.
Well, that sounds like the way I went about doing it. I started with a 20 sided circle whose radius fit snug in the grid in my scene as a guide. I'm looking into interesting ways I can take this concept.
yeah I already proposed this... but I was asked to find a way which would not clutter the scene. I know we are talking about 20-30 objects maximum but nevertheless I'd really like to find a way to solve this problem.
Is there a reason there's so much application "hang" when choosing the material from the "standard" list? It locks up max for like 15-20 seconds (both at work and at home). I've noticed this does not happen with other advanced shaders, such as 3PS'
Yes, this is different i see your work, your subject is more futuristic. For me this is in 10 / 20 years. I don't know if i can finished this project because I actually work on a web documentary. The last artwork.
as a person that's very broke right now, i only bought 3 retail games last year. lollipop chainsaw, Halo 4, and TTs Walking Dead. However, I did kickstart countless indie games at 20 bucks.
Dear Thomas We're getting in touch to advise you of a Release Date change on an item you ordered from Sainsbury's Entertainment: #0 "The Art of Blizzard" Blizzard Entertainment; Hardback; £34.99 New release date: 20/01/2013 :(
guild wars is worth it for this bad boy alone... (~20 seconds in... but don't skip to it, it's FRIGGIN AWESOME!) [ame=" https://www.youtube.com/watch?v=XUVLclPDCBE"]Guild Wars 2 HQ (Shatterer Attacks @ Gamescom 2010).avi - YouTube[/ame]
Hell yeah! At $20 a pop and 5,000 sales, that is a great start. Now, imagine they had used Unity, spent maybe one year instead of five developing a smaller game, maybe spent a bit more time and money on art...