Hello everyone! I would like to announce that we’ve finally completed our final year project film! I haven’t updated this thread in a while since we were fully focused on production and polishing for submission, but I wanted to share the final result along with some behind-the-scenes progress. Huge thanks to everyone…
it's weird your're being so dismissive of people complaining about how this game runs on their machines, I mean if people have been playing other PC games and they tend to run fine and this one runs like ass isn't this the exact situation to complain about a port with problems? I also think it's a valid point to compare it…
Well, the specular is pretty strong but I think I just super fail at lighting setups, mostly any setup using multiple lights drowns out the normalmaps, and anything with a single lightsource leaves lots of the model not lit enough. I tried with just a strong key and rim light (no fill) which seems to work a bit better:…
@cheesechen12 It's looking good so far, excited to see you keeping up with it! Only thing of note I can see at this stage is that the lattice for the ruined stairs doesn't look to have the trim set up quite right. It appears to have slats running horizontal across its surface, even along the vertical beams.
Awesome, Casey. Looking forward to seeing you online. I think it would be fun to organize some sort of Polycount dungeon run, but we'd need to know the levels of everyone involved. A run through that dungeon where the death penalty is enforced would certainly be a nice excursion.
Isn't toying with something the base for fun and inspiration ? :wink: Also: convenience or usefulness may be in the eye of.. ..and: at least you know a bit more about it now.. :tongue:
The newer GTA games no longer reward you for killing innocents (in GTA 1 you got points depending on how brutal the kill was, flamethrower gave 10x) so running them over or killing them in any other way is purely your choice. Of course, since there's not much you can do legally in the game you're pretty much forced to go…
Just gave it a go. I was kinda hoping for more of a "hey lets go back in time and F stuff up!" kind of feel. But it was pretty fun mowing down enemy soldiers with those overpowered guns. It'd be kinda cool if enemies after X kills in Y seconds would just turn tail and run from you, and the game became a sadistic "run down…
Ok, so I know I said I'd have some new stuff up soon, and soon is finally... now. I've been getting back to the basics while I read through the "Animator's Survival Kit." As such, I've been working solely on walk cycles for the past few weeks (hence my oh-so clever thread name). Of the 4 I've been working on, I'll post 3…
Here are the goods. Probably going to be a while before I finish the baked and textured asset. First gun, it was challenging and fun. I'm interested in any critiques or questions.