yeah I am, consider it lucky to get one after 2.5 weeks of searching.
yeah I am, consider it lucky to get one after 2.5 weeks of searching.
The most important at this point is not finishing your game, it is to regain your reputation with the community. You might have a handful of loyal troops in your forum where you can dictate, but the industry is tight and words spread fast. And right now it doesn't look good for you and your game.
Charging a monthly fee is already going to scare a lot of people away. Look at this website,
those are all the free mmo including some which I played and enjoy, example are DOD Online and Flyff. They are called Free to play but you pay for premium content.
I don't really think you can compare your 5 bucks to WOWs 12. If you have a quarter of WOWs content and it is fun to actually play then you can keep your price tag. But at this moment you are just being unrealistic.
Completely depends on genre, rpg will need to have a good storyline but since most indie are unique titles the gameplay gets my vote.
lol no, I am just saying I am the first one to see your post and being the 2nd member of the group.
Well allow me to be your 2nd member of this group, hopefully more people will join and contribute.
there are 6 bullets you just can't see the 6th bullets from the left render. It is pretty clear on the top right render as there are 6 bullets.
tracked this, it is not about how similar the ideas are, it's how the ideas is executed into gameplay. To me this game got something Minecraft doesn't.
haha, thats the worst part of it, and yes this is my first time with animation. Thats why I am a modeler.
the size is 2 1024 map, the gun itself without handrail is on one map, the detachables, scopes, bipod and silencers are on one map.
the scope is a failure, I want to make it green but painting it is hard as hell.
First of all, move to an engine that is easy to use with art and animation such as udk and unity3d, udk have built in exporter for xsi, maya and 3dsmax, or simply fbx will do, animation export is also very easy. Unity3d is even more easier with art and animation imports. I would stay away from engine that use anything that the major software don't support. OBJ is the last format to hit for and I know torque dont support it.
Second, don't hire any modelers that only models. Modeling is like 15% of the whole process of making a complete art. It's like sketches. What you need is a final finished product, uv and texture, normal and specs are the most time consuming part.
And lastly, don't give up, your project came further than most indie and it looks like it will make it to beta.
Good luck bud.
I totally agree with all of you, but deadline is the problem, note that all of the models have no normal/bump or spec map and obviously AO, the scene is light with one single directional light and a few bounce light.
A lot of work should be done with this project but thats all it came to for this class and shame I didn't get more out of it.
you should definitely put some gameplay video up to attract more watchers. Especially on the new stuff.
sadly the people we are going to add in are not ready for the final deadline, initially the project doesn't no include any people.
I know it looks weird that the hotdog stand have no people around it =(
Autodesk now offers student version of maya and 3dsmax 2011 for download on the website, both are powerful and used widely in the industy.
Well it appears the boycott is really dieing down. L4D2 was indeed over price for a expansion. However Valve permanently dropped the price to 30 dollars awhile back. And the new campaign, The Passing, along with the special 20 bucks deal gave a lot of boycott members an excuse to jump out of the bandwagon.
Valve also already played their cards that they will let l4d go on its path as it is as they move on with l4d2 or even l4d3.
The problem is the body is too long, it is great that you know your hand reach half way down your thigh but the problem is your legs is same length as your torso. Your legs should be 2/3 of the length and the torso 1/3 for right proportion. Then you can adjust the length of the arm and it will be normal.
UDK and UE3 are completely different in term of what you start with. UDK have limited props and art assets which you must build off a library on your own. UE3 on the other hand have all of the UT3 asset on your hands to create a mod for it.
The catch is for UE3, you need to buy the game do use their assets which requires you to own UT3 to play the mods made from UE3. All the assets made up a lot of space so that's why UT3 is like 7GB in size, not including updates.
UDK on the hand have very little assets, it is the skeleton and you will have to create your own art assets to make it. The good thing is the author can distribute their games and their assets for free and you don't have to buy UT3 to play them.
To answer your question, you need the game for mods made with the unreal editor 3.
Was working on modeling this chubby guy and found out his side view's ear is lowered and scaled down quite a bit lol.
Nice character concept you have there, I should model it for fun sometime.
These comments are never meant to be discouraging. Do what you can and what you believe is right, I am a 3d artist but I can tell you what I am capable of doing now is not enough to work on a mod. Wish your mod progress onward.
Don't be eager to post unfinished work on your mod page, if you are going to make a good game, follow what other successful devs do. Do you see any good devs out there that post WIP? Even if they are WIP they would make it presentable to the public, they are called eye candy. Your bridge is much better than the one you had before.
You got the right mind working on a popular genre, but audiences is one thing you have to look for, just on the source engine you have many other mods and games that is based on WW2, and they are trying to hold a steady community on it. From your summary I don't see what you offer can compete in the genre.
Early design and picture releases give impressions to people, a lot of people on moddb will never come back to a mod if he see crappy work from the devs, the audience likes to judge (like me) and they could care less if they are early design work or lazy work. You want people to click the track me button you have to post some wow image up there.
I expect good games to come from good hard working devs, and the one that need patience is you. The main problem I see in most mods is people are too eager to throw their work for display. I have been in several mod and I can tell you making one weapon and making it functional in the source engine is a challenge, I wish you good luck and hope you will find something useful in my comment.
This mod isn't visually appealing and your news are showing you are tired of even typing a paragraph, summary, this mod will die soon.
i am taking this as a firefighter game.
this is more of a preview of 2 cylinder and a beveled cube
shadowofamn
Keith joined
I am a 3D Generalist who can do characters, props, environment arts, lighting, rigging, rendering, and level design. I use Maya, Zbrush, Mudbox, and Photoshop as my main 3D and 2D softwares.