New update. I'll have one more once I get the center piece in-probably by the end of the week. I adjusted the FoV to 85 for a wider shot and it really makes a difference. I do have a Real Time reflection on the water but it apparently doesn't like tiledshot. Looking into a fix/taking a lower quality shot w/ high AA as…
Good start Nizza, I agree about the graf. maybe the green and the b/w one larger. Getting some normal map variation on those would be good. Do you have a detail map on this? The bricks and the spec map could do with variation as it looks too uniform in terms of the material. Theres some UVW distortion near the drain pipe,…
I'll work on some detailed sketches soon enough, but the drawings are just to introduce the characters. As for the engine, our programmer says he will take care of it. I will need to ask him to elaborate. But suggestions are always welcome. As for the genre, platformer w/RPG elements. Similiar to Super Paper Mario. I will…
I'm really glad you posted this. My mobo just blew out on me and I'm going to upgrade the whole kit, but i wanted to wait for the new Nvidia cards to come out because of the price drop. EVGA's always been what i stuck w/. I plan on going with two of the 285 ftw 2gigs. Not the best but they're strong. Lifetime warranties…
Well, how bout them characters :) . That render is slick. Pulling at my heart-strings with a mobile suit like thing, then calling it zero one. For shame, dirty trick. Very nice work, really dig the color palette. Wanna see it w the new gun. Maybe the forearms should be more angled and sharp instead of as round? I dunno,…
Having your shot compared to the one posted from the actual game, I think you could make the shape of her face from the cheakbones to her chin become narrow more quickly (I guess throw making the distance shorter). Also, I really like how you achieved the laser/plasma effect w/ the eyes. Mind sharin' how?
yeah, her legs are twiggy. add some more polies and layers to her hair. its hard to tell w/o a close-up of her face, but it seems like her eyes lost that anime quality. maybe its just cuz she has no eyeliner on. sure you've seen this already, but since I mentioned the hair here's a good realistic reference
here's how he stands: 10144 tris, diffuse, normal, spec (w/ gloss) (all 1024) 3 omnis, scanline render a bit extravigant, but I didn't really aim for any particular limits. I'll probably have a hack and see how low I can get it Normal Shambler Bloody version (as per quake) http://www.rooster13.plus.com/shamb_bloody.jpg
The BladeRunner game from Westwood studios used Voxels for its characters, although they were super low res and pretty low framerate, so the quality level was fairly poor. I think we're either going to go some form of Nurbs/Subdivision/Displacement or Voxels or a combination of the two w/ raytracing rendering. More robust…
Hey Keg I went ahead and added you to my MSN list. Hopefully you're not talking 8'oclock anytime soon. This weekend (and possibly the next) I am completely booked as I am doing other game-related work I cannot do @ work. Once I get you on MSN I'll hook you up w/ my cell.