In this thread you have successfully insulted anyone who has ever worked with 3D modelling. If it\'s so damn easy, why don\'t YOU do it? Posting whiny complaints about how things aren\'t everything you want them to be and more RIGHT NOW is not helping anybody. I doubt the moaning and groaning by one person who has not made the least attempt to understand the sort of effort, time, blood, sweat and tears that go into a work of art for planeshift will scare away anyone from the 3D team. Hell, you even fail to grasp the concept of dimensions. There is no such thing as \"1D\" art. One dimension is a line. You can make bloody little art with just a line. 2D is shapes, and everything \"flat\". Why am I even bothering to explain? Read this:
dimensions [wikipedia.org].
You say that a bit of the Enkidukai model looks like a triangle. Allow me to tell you something about 3d engines. EVERYTHING is a triangle. Or a strip of triangles. Or many many triangles welded together at their verticies. In OpenGL programming, there is no glCreateCoolCatThing(float size, char gender) function. There are functions to make lines, triangles, and strips of triangles. That MUST be where we get those pesky \"1D cuts and pastes\". CrystalSpace is much more high-level than programming OpenGL functions, but the underlying principle remains. In fact, it may be hard to believe, but your monitor isn\'t a fluid image either! It is, in fact, composed of many many many little \"picture cells\" (pixels), each one containing a red, a blue, and a green element. How\'s THAT for earth shattering news.
Then you say \"everything [looks] like poorly connected squares and rectangles\". If you can\'t tell the difference between a building, a dwarf, and a rectangle, not only do you have no place to complain, but you may also need your head examined. Allow me to demonstrate the marvels of \"poorly connected squares and rectangles\" and \"1D cuts and pastes\". Behold, the screenshot from the upcoming game: \"We Had No Clue What A 3D Engine Was So We Made You A PowerPoint Presentation Instead: Look! Shiny! Edition\".

You said you can\'t see the insides of your character. \"Double-faces\", faces that are in the model but will never be seen by mortal eyes (except in the case of a rare bug), are not a desirable thing to have on your 3d models. They can cause lag, weird graphical glitches, and generally make your model look unprofessional to someone looking at your work.
Perhaps when you have a portfolio of your own to show, at least a minimal understanding of \"how things work\", and a half a leg to stand on, people will actually
give a half a darn for what you have to say.
[/rant]
josePhoenix
Edit:
@Sangwa: If you spent many months working on something and someone dismissed it as the work of a few hours, would you not be insulted? I would, and I think the artists that made this would be too. When I want to comment something, I try to make sure I at least understand the basics of the topic I\'m commenting on. Now, granted, he probably didn\'t know about all that triangle business, and probably won\'t need to. However, what exactly did he think the PS team was doing during the years of development since MB? I refuse to believe that he honestly thought that They waited until december 22 and said \"Oh, let\'s make a few levels so they\'ll have new stuff in CB\". It\'s also rather maddening because I have been trying to learn various 3D modelling programs for a while now, and it\'s not as easy as one would think. Or not think. While I may have been a little harsh, such ignorance, coming from someone who has been around a while no less, is frustrating and a bit maddening. Having been around since March, I would think he would know that PlaneShift is not finished, that people work on it in their spare time, that an ungodly amount of work goes into each section, be it 2D, 3D, Settings, Rules, or programming (or perhaps the new 1D art department?), and that just because something is one way now does not mean it will look the same 5 months from now.