, thanks! I know what you mean about desaturated
, the main reason this is happening is because we've stuck to grey-scale while Concepting to save on the man hours. the newer visual target pieces we're doing should have a much broader palette.
yessss! thats what we were kind of thinking, even though we love a bit of Battletech/Mechwarror the names are a little bland. Those Japanese prefixes are spot on, also the idea of borrowed/reselling/re banding of military mechs could generate some cool infix/postfix.
We've manage to get a hold of some good osprey books(such eye candy) http://www.ospreypublishing.com
maybe we can get some ideas from the post nam planes
Havoc89 tacit math roosterMAP Quack
Thanks! hopefully we can keep entertaining
We've uploaded some of the current screenshots from the iphone 4s, heavy beta, also developing for iOS devices have been a massive headache. We've limited each level to around 10 draw calls. to achieve this we've used a single texture sheet for multiple levels through bash kitting, at the moment we are currently using vertex colours on the models to create some variation and using the red vertex channel to plug in a tiling detail texture.
There is also only 3 of us in the team, making doing high to low polys too time consuming at the moment.
we're doing a chunk of engine work this week, we'll make sure to upload the various things we're breaking/playing with.
Oh and also some more concepts!