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  3. Thurnip

Posts by Thurnip

  • [CS:GO]Death Valley

    • Thurnip
    • September 21, 2012 at 3:12 PM

    hahhaa i played rambohulk only once, with Mino, but it was pretty fun and outstading haha. I recognized the map when i saw these shots hahaha

  • Team Forte - 2d game, made on 48h jam

    • Thurnip
    • September 21, 2012 at 3:08 PM

    Sentura

    yeah, creative about gameplay and how to solve problems in a short time hehe. I like the idea of having a theme as an starting point.

    @ Seir

    We had programmer and other guy who works as a producer on a company, but is a former flash programmer too.

    They build up the game from scratch, in flash. Which was a good idea, other people could fill movieclips with frame by frame animation and/or vector assets. Good to work on separate parts of the game.

  • Team Forte - 2d game, made on 48h jam

    • Thurnip
    • September 14, 2012 at 3:36 PM

    Hello dear fellows =D

    howdy?

    Three weeks ago, I entered a game development jam (similar to Global Game jam).

    In 48h our team should make an game.

    We were sit and waiting for the jam's theme so we could start working. Just for fun, we said: "fuck the theme... we are going to make Team fortress 2... we all love Tf2, so let's make a team fortress2 with girls, explosions and stuff... let's make an demake or something crazy." hahah

    Well, some minutes later, the theme was revealed... it was "TEAM" O_o We just started to laugh....

    Well, 48 hours later, we finished a game called TEAM FORTE, that don't have much like TF2, but the idea of a team of 3 people trying to escape from the apocalypse. A noun, a bum and a decapitated soldier are the main characters.

    They run and each character have an special skill, to overcome the obstacles (flying objects or ground obstacles).

    [Blocked Image: https://dl.dropbox.com/u/5442600/teamForte_splash.jpg]

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    It was a amazing experience.. learned a lot, trained pixel art skills (something i never tried seriously before).

    Nice thing on the project is we made it on flash, so we could set a lot of place holders to programmers, and we could work on art assets before, update the images inside movieclips and even make some coding to control playback frames, inside animated objects (explosions, debris, tween animated parallax bg)

    The pressure was good to thing in ways to improve my workflow and invent new techniques to draw (used some 3d in illustrator, to blockout the car, and an 3d wood plank, rotating around...)

    I made environment, parallax modules, flying objects, some debris and stuff. Glauber Kotaki made and animated characters (including flying ghosts)

    The coding was done by Renan Amaral and Thiago Larenas Faria

    Game design ideas by everyone, but most of the tunning and game design refining was done by a fellow co-worker Philip Mangione

    From now, i want to continue to resolve some bugs, gameplay issues, animate some of these flying objects and add some new ones

    When we have an final release, i'll post the link here :]

    cya!

  • Shadow of the Colossus movie might be directed by Josh Tran

    • Thurnip
    • May 24, 2012 at 2:49 AM

    well, yesterday i was wondering that could be cool to see a good fake trailer, fan-made, for SOTC.... like HL Origins...

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    Cause u know, apparently, fans have more respect with games... (resident evil series, doom movie, sad...)

    oh, you guys saw Silent Hill? good movie...

  • Rage editor

    • Thurnip
    • April 25, 2012 at 6:02 PM

    Interface to build stuff and to setup things is annoying on PC. Totally optimized for consoles, I believe.

    But, i was enjoying the game. Enjoying how combat with mutants work, very dynamic and visceral, fast paced. When guys on guns appear, game turns little usual, as any modern fps. But yet, the SHOOTER experience is above the average I think.

    Art is amazing, but, yeah, you play it on a beautiful 3d screenshot

  • Server move complete

    • Thurnip
    • March 20, 2012 at 9:47 PM

    painless transition! nicely done

    didn't noticed .org until u said =D

    nice!

  • [Q3] Lun3DM5 - You'll Shoot Your Eye Out

    • Thurnip
    • February 24, 2012 at 7:13 PM

    Mino left me alone, so i don't have any friends who plays q3 =//

    I'm trying to convert people here at work =P

    Amazing job.... in game is really impressive... very inspiring =) I enjoyed the Ambient occlusion effect... im going to take a look at your setup to make this beautiful lightmap =)

  • de_favela_rio - final release

    • Thurnip
    • January 10, 2012 at 1:19 PM

    veeeery sweeet!!!

    congrats!!!

    Let's make a play session on it? :]

  • [Unity] WIP - Material work

    • Thurnip
    • November 25, 2011 at 10:40 PM

    Suppose to be some sort of polished ancient stone...

    [Blocked Image: http://algarvivo.com/arqueo/neolitico/pedra-polidas.jpg]

    you think that the specular is strange? the lighting i did on edges and stuff....?

    This scene from Flashback is the main reference, from where came the idea. I kinda like this wall.

    [Blocked Image: http://vgmaps.com/Atlas/SuperNES/Flashback-QuestForIdentity-Level4-Earth-EarthStreets.png]

    But you guys are right... the idead is still confuse.

  • [Unity] WIP - Material work

    • Thurnip
    • November 18, 2011 at 10:54 PM

    Hello! im back...

    Today i was trying to model blocks for the game. So i tried to make a simple cube with a chamfer, and them assign texture to it. First time doing something for real in 3d... I do tried to learn 3d software before, but never had enough motivation or time to continue on...

    So... Here is the block i made for the game... took some time to make (noob) and figure out how unwrap window works. And export the wireframe as image. UVW Unwrap is really annoying. Im using 3ds 2010. Do you have some tip to deal with unwrap? Mino told me sometime about a plugin for unwrap... do u guys know the name?

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/blocoBasico01.png]

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/blocoBasico02.png]

    In game, only front, bottom and top of the blocks will be visible, and each block will be around 64 pixels on screen. So i'm doing 128px texture, and later i can downscale to 64 px. Is there some recomendation about viewport size and texture size?

    Comments and critics are more than welcome.

  • Nice little trick for testing spec maps in photoshop

    • Thurnip
    • November 7, 2011 at 6:13 PM

    amazing!!!!!! very useful =D

  • Hey Minos... say goodbye to:

    • Thurnip
    • October 26, 2011 at 9:47 PM

    at least he can ride......

  • UDK scene progress thread

    • Thurnip
    • October 24, 2011 at 5:01 PM

    wow!!! nice start indeed!

    gorgeous concept! and the assets are pretty too.... go go go

  • [Unity] WIP - Material work

    • Thurnip
    • October 15, 2011 at 7:00 AM
    Quote from arhurt

    What shader are you using? One of Unity's built-in shaders?

    Yeah, im using specular on left, and bumped specular on right.... i tried to use this http://www.unifycommunity.com/wiki/inde ... pColorSpec but just didn't work... But its ok, i believe this simples specular should be faster to render than bumped specular or this bumpColorSpec that didn't worked...

    About block's shape, im going to work on something cleaner. So Mino suggested to not use this SO BLACK veins in the block, but maybe gray ones, so the veins could be less visible...

  • [Unity] WIP - Material work

    • Thurnip
    • October 13, 2011 at 5:57 PM

    Hello! How are you guys?

    Here at work, we're doing a side project, is a puzzle action in Unity.

    Long time ago, I began to make some concepts (is a side project, so... i work on it occasionally) and last week I was experimenting with Unity and materials.

    here's my progress =)

    I started rendering this block on illustrator, then sent to photoshop, made height map and used nDo for normal mapping... Thanks to Mino for the precious tips =)

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/shaders01.jpg]

    1- problems with material and normal map... i like this squared shapes on diffuse, but on normal map they suck...

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/shaders02.jpg]

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/shaders03.jpg]

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/shaders04.jpg]

    4- here, i figured out that specular should be on alpha channel in unity... i was trying to use as a separate image... without success. Ah! Mino made this specular map for me (using cavity map)

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/shaders05.jpg]

    5- here the latest version, with a greenish specular....

    [Blocked Image: http://dl.dropbox.com/u/5442600/shaders/maps.png]

    And the mapas i'm using on latest version...

    I'm trying out different approaches... to find the right render style for difuse and effects...

    Well, what do you think?

    Coments and critics are welcome =)

  • WIP in WIP, post your level screenshots!

    • Thurnip
    • September 6, 2011 at 12:46 AM

    amazing atmospehere hipshot! This textures are all new or you are using some tex from your other maps?!

  • Opinions on Wacom Tablets

    • Thurnip
    • August 31, 2011 at 10:08 PM

    btw, did u guys saw this stuff?

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    looks amazing! i really wanna test it. is too good to be truth. I'm skeptical about the quality of this.

  • What have you purchased recently?

    • Thurnip
    • August 29, 2011 at 8:09 PM

    yesterday, bought this amazing Muji mechanic pencil

    [Blocked Image: http://i.imgur.com/riwA8.jpg]

    Quite piece of design. You can see that designers took care of every detail

  • The new X-COM game

    • Thurnip
    • August 29, 2011 at 8:07 PM
    Quote from Puddy

    At first I thought the interiors looked cool and polished.Then I was like... meh.

    same here. I think the setup around 50's is pretty cools, but i didn't liked the aliens and the gameplay just seems boring...

  • John Carmack Interview - 2011

    • Thurnip
    • August 25, 2011 at 6:43 PM

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    very interesting. And he say something about that freak unlimited detail techdemo...

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