Here's what it might look like in Super Sportmatchen if you put in the right amount of blood, sweat and tears ;) The full dev-thread is over at: http://www.polycount.com/forum/showthread.php?p=2328738#post2328738
A gloss map defines the size of the specular highlight per pixel also called specular power, where as a a typical specular map defines the intensity per pixel meaning it represents the amount of light reflected.
I find it hard to believe that the enemies would adopt wholly new strategies at higher difficulty levels other than increased accuracy and damage. And that wouldn't do anything about the huge amounts of repetition.
Well, you could create a simple texture containing a flat gray colour and black lines along the outer edges. Then it's a simple matter of unwrapping it so the right amount of squares fit the mesh snugly :)
trying to figure out what to do with his upper claws. Feedback? (forgive the terrible sketches, didnt wanna spend a huge amount of time on them trying to make them look super nice)
Saw this in WAYWO and it made me say "Oooh!" like a little kid who just found something shiny. Great stuff, Firebert. I like the amount of thickness you've given all the details.
Realistically, 2 weeks of 9-5 = 40hours per week x 2 = 80 hours. If you got the job you'd be expected to produce the same amount of work to the same quality in two weeks.
Jackablade: I don't know what amount it's sped up by, but if you go to the Show menu in OC, then click "Event Playing With Weight" i think it's called, then it should play it back at the speed it was drawn at.
Thanks for the tip. I didn't really intend to model the main body all in one go...it just sorta...happened... I had to pay the price for it by having to weld an insane amount of poly's though ;_;
I like it. Maybe I would have added one more step to the tail to end it in a smoother way. It's head is quite boxy considering the amount of triangles it's made of, some vertex moved and voil