one of my students brought over his 360, we played quake4 for 5 mins, and 2 hours of 4 player Quake2. Looked good on the xb360. My PC version is at my folks place in NY
A pity there's no online play nonetheless, you get hours of grinding gameplay. I'm getting this just for the cool game art and nothing beats spending hours to get that cool looking piece of armour. http://www.gametrailers.com/player/24268.html
First Battlefield, now this. http://www.gametrailers.com/player/30461.html There seems to be a bit of Pixar fairy dust going around at EA. I liked Fight Night, and the new style looks great. :-) I wanna see all the wacky face deformations in the game
I went looking for the forums recently, as now UT2004 got re-released , I couldn't find any other way to do some playermodels than Milkshape. I think I bought it twice over the years as I kept forgetting the code / losing the email I regged on. Must've been 2002/2004 I last used it. Would be cool to see the project picked…
Hey everyone, thought this might interest you. A recent video released by Firefly Studios, in which their 3D and 2D artists talk about their art and how it affects the player. The Art of MetaMorph (2D and 3D Art)
Co-worker and myself downloaded RDKF and its a LOT of fun! The controls take about 5 to 10 minutes to learn. The entire singple player game is basically a story + tutorials in one nice package and multiplayer is a blast. Check it out, all you need is a mouse!
Hey! Here are 2 possible approaches, I'm sure there are more ways: You could attach a low intensity light to the player character. Or slighty light up the environment using postprocessing volume with ambient cubemap. Good luck!
Totally depends on context. Fully textured, placed in the level, and lit, most of the time the player will never notice a seam. Is this a screenshot from the art tool, or from the target game engine? Only the latter matters.
i think you have a good showing. i like that you're displaying a range of styles. i thought the Gravity Lane assets were pretty interesting, a muskrat character standing on a platform on a sci-fi weapon, with the player grav-walking on a wall, is pretty dang fun and engaging visually.
Oke but do you like keep the double sided jacket and use that as a final game mesh? And do you delete bits of the body mesh where the player cant see such as inside the cloth?