Posts by Sentura
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or just an fps featuring the g-man as the player character. instead of shooting people you just go around talking about weird shit. it will feature mass quicktime events for dialogue.
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man i really dont wanna watch it right after i still got the hype for deus ex 3. it's probably awesome etc, but it can't match the sheer epicness of deus ex 3.
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oh god the trailer is epic. although the ending is a bit weird. why break a wall to kill a guard, just to walk away? the symbolism doesn't fit....
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hahaha, nice find frie!
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hahhahahahahappy bday
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source sdk indie overhaul
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Quote from Skjalg
The mod community isn't dead, it has just changed name and form to "indie games" community.As tools have become better and cheaper, more and more hobby game developers make their own games on "licensed" engines rather than making a mod. For me it was a very easy choise to purchase Unity (or UDK / Ogre Engine) and create something you can make a profit of instead of creating a mod.
i agree, i was thinking about the exact same thing the other day. i think in the future you'll see more people having indie games on their portfolio. not just because they are easier to make, but also because they are better mediums to showcase ideas than traditional art is.
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Quote from Pericolos0
[Blocked Image: http://www.photographyblog.com/images/sized/images/uploads/cintiq21ux-411x293.jpg]oh please please please arrive soon!!!!!!
sweet jesus, nice!
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a friend of mine picked it up, i'll have to ask him. it's a decent idea for a game really, i'm just surprised nobody has done it before (spy rpg genre, that is).
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anyone checked this out? it looks fairly interesting....
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what is it with people dying around this time of the year? last year it was m.j. and billy mays.
RIP to all.
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waaay to awkward for me.
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Quote from Minotauro
I made a little tutorial, hope it helps:
[Blocked Image: http://www.thiagoklafke.com/misc/temp/tutorial_bend_en.jpg]
As for the various textures on the same mesh I'm just using a multi/sub-object material with all my textures.
When talking about precision you have to tell about Snap tool, snap to vertex and so on. When creating modular "puzzle" elements it's really important to keep the measures in proper values...
Yes you can use snap to vertex/edit poly if you want. In fact I used to do that a lot but it's just a lot easier to move the gizmo until all vertexes align perfectly. You don't really need to move the gizmo by hand, you can use the up/down arrows in the transform tool! As I said, the more zoomed in you are in an ortographic view (top view for example), the more precise the tool gets.
I got all the vertexes to align perfectly in that mockup scene without having to move any vertexes by hand after the bend

i notice that the texture in the bend is slightly larger than on a plane. how do you go about solving this problem?
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i think i've seen you in a movie with a certain dr. frankenstein...
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cashcow incoming!