An interesting program could be some method of taking a data stream then storing it in a way so i can compare it to the novel future and tell me how predictable it was, so it finds patterns in the data, its a pattern detector that works on bits.
this could be interesting, because the data could be anything, and would the exact same prediction technique work on any kind of data no matter what it is?
riuthamus, the sword needed work for sure, yours looks a lot better, it was supposed to be glowing btw. And I see what you mean, its all kinda the same light level all over it.
3DDreamer, yeh, I need a tablet, but im so poor...
Prinz Eugn, you are right - light sourcing confuses me a little, I tend to not worry about them and just go for something that "looks right" at the time, even though I tend to find shading for ambient occlusion is the easiest... neutral or daylight shading is the easiest for me, adding a spot light? and im hopeless.
Thanks for the support, I may not be the most technically brilliant artist but I'm definitely original - you know this guy on facebook even asked me if I could do a cover for his audio production, but he has to get back to me first.
Palette colour selection makes a huge difference in quality you get at the end also, experiment with all sorts of gradients, red to blue- green to cyan - yellow to purple, etc etc, dont forget to adjust saturation too as a grade to greyish can look nice.
Then, if you want it like final fantasy, its a matter of pixel by pixel at low resolution, try crafting some small ones first, cause youll find them easier, then work your way up to doing whole 320x200 screens.
Well you just need to know where the origin is (the 0 point) there should be a way to bring it up as a tri-fork with a line in the x y and z direction, in 3dsmax. Then select all the points and translate it, you could make a little model centrerer in your XNA app and do it yourself, its not that hard. It can be cool to do it yourself, cause then you can double it up as a model scaler too, because 3d apps all have different unit scales from each other, and when they are in the game is cooler if they are prescaled relative to each other also.
One bit of advice I have, is if its a space ship the origin should be right in the centre space of the object, but if its a person/character, it should be placed between their feet, so the origin is at the toe height.