Shagnak
Shagadelic
Vault Dweller said:
Fucking grafix whore!!!
Errm...looks good.
Vault Dweller said:
Vault Dweller said:
Hmm, I remember seeing reproductions of some early artists when they figured out perspective laws (bent lines and such) and a lot ot them played with relief.Vault Dweller said:Nowadays, pretty stuff sells better than dry mechanics, so it's logical that engines' promotions focus on that.Some stuff that is used to promote/sell game engines:
Well, the first and most obvious concern that there might be not enough time/resources to trow the afterthought pieces in the more complex environment:Why?If character models/barrels and greenery were the reasons for conversion, I would prefer the prior 2d look.
True, but development time is always limited ... Some people throw out dialogues and valuable, imo, gameplay elements. I throw out some scenery elements
Thanks, KamazKamaz said:Unfortunatly it looks good. God damn you.
It does look good. Thanks again.PS[Edit]:
Actually there is something wrong. Not really wrong but for me, personally, that blue component of the armour is not the best choice. That's maybe just me, but here is your armour with changed color balance.
Good point, actually. I assume you didn't like the rusty armor too. Give me some details.ichpokhudezh said:Secondly, with better graphics it's harder for me to turn on the 'inner vision' to fill in the missing or turn the blind eye to the grating details like shiny armor (or the most recent rusty one).
I meant the dl size. At that crispy detail level each animation would weigh a few MB. Having 2 attacks doubles ALL attack animations (attack without armor, in light armor, in med armor, in heavy armor, etc). Throw in shields, and you double everything again. Another attack, and the size goes up again....haiving 2 animated attacks per weapon in 3d is _less_ resource intensive than having same number of animations in 2d.
It looks disturbingly similar to the local oxidized metal office art, you may read this as 'very unusual for an object in constant use'. Rust is too bright - as under a spotlight. Midriff and belt area are much better. And for the record, I like the blue version much better - color/brightness balance versus the red liner is much more natural.Vault Dweller said:I assume you didn't like the rusty armor too. Give me some details.
I'm guessing that's just a light mockup since the model is going to be in 3D; theichpokhudezh said:It looks disturbingly similar to the local oxidized metal office art, you may read this as 'very unusual for an object in constant use'. Rust is too bright - as under a spotlight. Midriff and belt area are much better. And for the record, I like the blue version much better - color/brightness balance versus the red liner is much more natural.