It's still under discussion. I'd like to try to have a semi-unique combination, but as things are right now, we are having issues with pretty much most of the team losing interest because I've stopped discussing things on our forums and am focusing 100% of my efforts on organizing my concepts in a design document format. I tell you people are so afraid to just take matters into their own hands and help out to create something. There's probably about 3 team members "actively" doing nothing and one other than myself helping spiff up our wiki. I need to recruit some designers and writers (Maybe a mentor or two...), then just spend the rest of the year documenting and working things out. Any takers?Fooli wrote:I'd be interested to know how you're approaching the modular thing, Jaye. You going for separate limbs, torsos etc, or more like the "adjust the sliders to change your physique" approach?
HD textures
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- Posts: 27
- Joined: Thu Aug 02, 2007 9:03 pm
- Location: Ponce, Puerto Rico
Hey Jmoyet, why don't you do the Heli aswell on Claden?
Download link:
http://sketchup.google.com/3dwarehouse/ ... ctyp=other[/url]
Download link:
http://sketchup.google.com/3dwarehouse/ ... ctyp=other[/url]
Well I guess bump mapping would completely change things but that would be for a different version of game engine I think..
As you see on the pipe the HD texture added a visual effects of dents on the pipe, and as you know being the creator the model itself does not have that dent.
So what I'm saying is its all about having the right visual effects on the textures, the model doesn't have to be high poly to get a high res texture.
As you see on the pipe the HD texture added a visual effects of dents on the pipe, and as you know being the creator the model itself does not have that dent.
So what I'm saying is its all about having the right visual effects on the textures, the model doesn't have to be high poly to get a high res texture.