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Fantastic. Whats the final poly count on that bucket before you normal mapped it?
This just keeps looking better and better. Honestly have you guys been approached with a publishing deal yet? I know there would be some issues with using the engine but I'm sure an arrangement could be found. This would sell like crazy!
You have my vote. Best of luck.
Thank you for responding. As I mentioned I would like to interview you about NPC's with Jobs and ask some general questions about your motivation for the mod, some of the technical considerations that you have encountered during development and how you see your mod effecting the mod community or games design in general.
Would it be ok to contact you via MSN or Skype and when would be most convenient for you?
Please feel free to contact me at any time through Moddb, E-mail or MSN(using the below E-mail address)
Brunel University, London
I have to say this is a very interesting mod. I'm currently doing a MA in games design at Brunel University and I'm investigating cohesive game worlds and digital ecosystems, and was wondering if you would be willing to be interviewed?
Ok just a quick update. Due to some reorganizing and personal commitments there has been a brief break in production of models on the mod. This is entirely my fault. However production on the maps, story and textures has continue at a good pace. I hope to be adding a few new screens over the next few days now that I am no longer snowed under with work commitments.
Lovely work. As for some of the criticism list above, well the wrist looking attached could just be the angle render, the slipping knee guard looks good and going for total realism and putting it around his ankle would be impractical. Personally I think there are too many folds in the cloth but thats a personal taste issue not a mistake on your part. As for the length of the legs, If you have gone into this much detail I presume you have checked the model against anatomical reference so I believe you when you say they are right. I know I tend to exaggerate the legs on my models because comic book proportions are so prevalent in game characters. Clipping when animating could be an issue though.
You have upped the standard. I'm going to have fun trying to match the quality of this work.
The models seen here are early versions, in the few days since they have been added the team has been hard at work and they have come on a lot from what you see here. I'm sure you can appreciate that a lot of work happens after the geometry for a model is finished. So new shots will come in bursts. Expect our first batch of characters next week!