@D4V1DC - The concept art doesnt really work too well in 3D space, but I think increasing the diameter of the camera "tube" will help. Lights and Decals are on the list for later, nice catch. Thanks. @tynew - I modeled everything in modo, it all started as a 44 sided cylinder!
Sorry for de delay, I actually don't have to much of a trouble with the modelling itself, but its more about the sculpting and the anatomy that I have trouble. Anyway here's some screenshot, I know there is some issue with those, will work on the hands even harder next time.
Velendro - Thank you. Luna is delaying. Will wait before they will add it to the technical requirements list. Will think about Lycan. I already promised Lone Druid, Bounty Hunter, and Kunkka. Well, I think I will let Lycan be fourth after all I started already)
Hey Jordan, this is looking cool. The puddles imo feel off, feels like there's a weird hole in the ground right now, maybe its the size and intensity of the cubemaps. Also maybe just export the cubemap and blur in PS and bring it back in.\ Quick question is that a decal or vertex paint?
I see what you mean about the maverick. I like the decal shee idea too. This is the scene I am working with but I still plan on re working the Phantom and making a grey veriant as well. Thanks for the advice! . . . . new paint job comming along!
well at least I didn't care for it back then and I still don't now, and seeing the outcome result makes me not regret about it at all it's only hyped because of the former blizzard staff association, because as everyone knows, if it's blizzard it's fucking GAME OF THE <u>DECADE</u>
my bad with the delay guys, the end of the year was a little caotic here. Shock remembered me that i never updated the finished entries. its is done now, let me know if i forget anyone and sinc there is nto much items we can vote on the winners
So sorry for the long delay! But no we are still planning on including the items from this contest, and will be MUCH more frequent with updates once we have a more solid timeline for you guys. At the moment its looking like sometime early next year we will be up and running.
More than a decade later and I STILL haven't seen blood as realistic as what was in Turok2: (Little off topic here since that was a GREAT game with great art. I think. Ok the environment textures were repulsive but the particle effects and weapons blew me away.)
Torque has always been a bunch of cobbled together broken shit. Every aspect of the engine has been in a state of 'it will work better in future updates' for this entire decade. Why use a collision mesh when you can do things with much more effort? :poly142: