They will go for part-funding on each title until the flow from sales keeps them going without help, i imagine. i.e Get a nice chunk of cash in for limited-period exclusivity, or full exclusivity, for example.
It really depends on what you will be texturing with. For example if you were doing a handpainted textures in photoshop the straightened one would be a lot easier to work with. If you were doing 3D painting then it wouldn't really matter at all.
Photo of AR15 from internet.My concept on this photo.Another guns will be the same.Colour of the fore end on AR15 looks like in original texture,but for another guns it will be more interesting.For example-AK. P.S.Maybe purple colour wiil be more saturate.
In their opening weekend they were high in the global sales charts (behind Bf1942 and it's expansion, and The Sims). I don't think they flopped; recently Homeworld had its 10th anniversary and has sold 500,000 units to date, as an example.
Some markings wouldn't hurt. I don't know the purpose of this plane, but giant logos on the wings might add some contrast, and some minor detailing, like, for example, the pilot's name near the cockpit, are needed as well.
And hand written shader like the one Brice shows would be the most elegant way to dot his, mots efficient too. I figured hed pop on here at some point and give us a quick example.
The main problem of our workflow is, that we can't instance lightmapped objects. That's not optimal performancewise. Therefore objects that don't really need a lightmap (railings for example) won't use one, so that we can instance them.
The barrel need be smooth. Try to add some other lights, in corners for example, green, blue or red, will add a nice mood. Try to break a color sheme. Add a little contrast and sharpen also should help.
Suppose you also have to answer Trivia questions to upgrade your zombie slaying weapons? Example; You answer a question properly, and your chainsaw becomes a flaming whirlwind of intestine splitting wrath (As in it's flaming) or something.
Hey that's pretty cool. Not needed for this project but maybe later, how would I go about adding different Blend Modes, for example an Overlay or a Darken or a Subtract? I guess I'd write a Custom Code node?