Try to tweak "Support Offset" attribute. By default SS does not support different scene scale ( have to do some changes for centimeter linear units), and most of its bevels made with "Offset as Fraction" ON - check this also.
Closer to the end ! Need to : Work a bit more on some valueFinish the 1st pass on the new objetcs textureFinish the colorFinish the inking in the new and another texture.Work on the dirt of those 2 textures.Broken a bit all those linear shape
They might be using voxels for lighting and non deforming geometry. Real time deformation of voxels, like we get from linear blend skinning, does not currently have a good solution that would meet audience expectations.
The placement of things looks pretty good - it's nice and non-linear; buildings are placed in good variating angles. Need some nice close-ups on the building you seem to have worked on. Are the green ovals going to be trees?
Unfortunately you're going to continue to have harsh linear shadow edges when your geom is that low-res. You could try simply adding a TurboSmooth modifier, just for the render, to add some more triangles.
I'll admit I wouldn't be thrilled with only 5 hours seeing 60 bucks is a lot of money, but I hardly ever buy linear games at launch price. Or at all, more of a sandbox person myself.
Getting started on an attack animation. This is just linear keys every 3 frames. Imagine the giant cylinder is a turret. He's going to hit it pretty hard a couple of times, and then "earthquake" it with the big pistons on his arms.
...... And if someone success to make working the mipmapp options in Maya 2009, I would be glad he explains it to me!! in Maya 2008 it works perfectly but in Maya 2009 there is not difference between Mimap Linear and Mipmap Trilinear.....
Thanks Just to show I'm still on this fellah; here's a shitty render from Rhino of the Tripod. Not finished by any means, lots of bolts and stuff to add. The legs are linear actuators, driven by a battery stored in the hemisphere.
I think I found the solution, it is sampler2D ColorSampler = sampler_state { Texture = <ColorTexture>; MinFilter = LinearMipMapLinear; MagFilter = Linear; WrapS = Repeat; WrapT = Repeat; } excuse my newby questions I have just started on this......