C
Covarr
Guest
Nonono, I think this is what timu meant:some doorsLookin very nice! Lets see some doors!
Nonono, I think this is what timu meant:some doorsLookin very nice! Lets see some doors!
Have you considered a 'style' method? IE each artist has a section of the game and uses a particular style for all objects within that part?Model formats arn't much an issue, if anything it'll bt getting the lighting and textures to match between artists.
Thats probably a good approach! Ultimately we just want it to match the original game in terms of style, but splitting people by section is probably a good idea, at least sections that are similar. For example not all of midgar is the same. The inside of HQ is highly different from the slums, etc. So far Xenobond and I each have a scene frmo sector 7 slums, but apart from that I think we'll manage.IE each artist has a section of the game and uses a particular style for all objects within that part?
Yeah. Taking all the easy stuffThats probably a good approach! Ultimately we just want it to match the original game in terms of style, but splitting people by section is probably a good idea, at least sections that are similar. For example not all of midgar is the same. The inside of HQ is highly different from the slums, etc. So far Xenobond and I each have a scene frmo sector 7 slums, but apart from that I think we'll manage.IE each artist has a section of the game and uses a particular style for all objects within that part?