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KungFuSquirrel

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Everything posted by KungFuSquirrel

  1. I stole Insta's white line. Teehee.
  2. ooh! ooh! /me gets to work
  3. Hmm, this would have been useful for my doodling last night... Only wish I had textures. http://www.button-masher.net/wip/tree01.jpg http://www.button-masher.net/wip/tree02.jpg Might have to compare with some notes from here... edit: sorry, not trying to hijack, just also interested in similar info!
  4. Nice combination of logos!
  5. Origins are by far the most important part of a model. If you're working in a team where your artists don't understand this, you will cry. An old Game Developer had an excellent article by Lee Perry a designer for (at the time, at least) Epic covering the UE2 static mesh system and logical origin placement for modeled props based on how you'd be using them. I.e. when to center, when to line up to an edge, when to line up to a corner, etc. Do they keep those archived online? Would be an excellent resource combined with this. Especially since Valve still hasn't added wireframe model rendering to the 2d views. Grah!!
  6. This will be released internationally, right? That Europe-specific release date worries me... But yeah, looks crazy cool. PSP needs more games released, dammit! Good launch, but nothing in between... But fall should be good! Daxter, Death Jr., X-Men Legends 2*, that viewtiful joe thing, and this. *Biased, perhaps, but I'll be getting that on all platforms
  7. haha, I noticed that earlier. These are straight out of the editor shots, so they're pretty much at-resolution. I stopped taking my full camera window and sizing it down since it's only slightly bigger than 8x6 and didn't look that great sized down. But that's why it's more noticeable on this shot than before. When I do final shots, I'll take them from the game and probably ramp up the resolution and sampling (the same way they generate the 4000x3000 shots). Yeah, I sized the lights up to get a little more ceiling light... I'm happy with the tones overall, but I do need to do a lot more with it. I'm thinking about ripping it all back out after I finish the geometry and starting from scratch. I also need more clear fixtures for the primary lighting. But we'll see what happens. Never thought I'd be told to add -more- shadows to d3 stuff.
  8. We can only hope this OS will unlock the raw power of human emotion on our computers!
  9. Mostly done with this side... just adding more pipes, wires, decals, and mini-props. Did a few small uber-snaky cables over by the consoles in the back; doubt you can see them from here. Love being able to build detail like that myself Challenge now is figuring out how to get a nice electrical effect for the other wall... might have to do some custom material work. Should be fun!
  10. Actually, I like that too. I think it's a hair too dark (where it's almost black), but I like keeping some stuff hidden up there. I think that'll work very well when I start dropping in more wires and pipes and such. And Reno: Nope, here's the other angle: Some nice modular consoles to use there. Needs some more screens up high, though.
  11. My new one is up and fully online as well! http://www.button-masher.net if you haven't stumbled across it yet. Still some kinks to iron out, but I'm pleased with it. Also uses a kick-ass backend by Francis "DeathWish" Woodhouse (http://www.dwish.net) that he'll be releasing publicly before too much longer.
  12. http://www.cnn.com/2005/SHOWBIZ/Movies/ ... index.html Hadn't seen much of this until an ad the other day... definitely looks interesting; will have to check it out.
  13. Found a few minutes tonight to fiddle. Only noteworthy things is finalizing the textures I'll be using and starting a bit of a light pass... adding in some modeled geometry and starting to eye spots for decals and some more brushwork detail (pipes, wires, bent-up panels, etc).
  14. Yeah, distribution only. Lots of people are freaking out unnecessarily. I was surprised by this, though; I don't know who else remembers but Activision and Valve had signed a multi-title deal a while back, the first release being Day of Defeat. I had just assumed that would hold up when Valve shipped new retail copies of HL2 after the Vivendi split, and I think a lot of other people did, too (I saw lots of forum posts where people just assumed ATVI distribution). Wonder if EA just offered up a metric fuckton of moneyhats or something. Who knows, maybe that ATVI deal still stands for other projects and Valve is working with multiple publishers. Independents have that luxury.
  15. http://biz.yahoo.com/bw/050718/185804.html?.v=1 EA to distribute HL2: GOTY, CS:S, and HL2 Xbox. Deal also includes distribution rights for future titles within the franchises. EDIT: re-phrased to "distribution rights." As I understand it, Valve is self-publishing.
  16. Woooo! Congrats, man!
  17. There are slightly more competent companies over there. Forza's cars were all outsourced, I think. If I recall. Though I think I remember reading that most people only see this happening for small models (generic props and the like) as communication barriers can cause... shall we say, "unpredictable" results on more important stuff.
  18. Never knew you had it in ya, spacer. Looks pretty good! I actually think it could work really well; the height difference in a couple of those shots looks like it'd be a lot of fun. Definitely needs more compiling!
  19. Weird? Bah, it'll make it even cooler!
  20. haha, best pencils ever!
  21. Some work from Monday night. More geometry and detail, but still no lighting.
  22. A car chase with a shitload of stuff happening very quickly?
  23. Haven't touched the lighting yet, just 2 default lights and a couple bluish lights on the side to see how the textures might react. I haven't decided what I want to do... I just want to get the geometry and texturing out of the way first, then fiddle. Edit: Also... If I had more than a 9800 at home, I'd beef up my 3d view, too.
  24. EDIT: put stuff up on my site, so I can post non-links now. Had plenty of time on the computer this evening... and felt like modernizing this: Result so far is just this: Starting to try and figure where I'll start cranking out the detail on it... needs lots of pipes and wires, of course, and various other bits o' goodness. I was surprised how quickly I ported the geometry over... maybe 15 minutes for both sides roughed-in. Took longer than that to find a texture set I was comfortable using.
  25. Why reinvent the wheel on piddly details? Content from scratch takes longer and longer to make (at least, until tools catch up a bit more ). Especially in this case, where after the first release they'll be pushing out an episode every 3-4 months, they need every minute they can spare. I did notice the props in there, but it didn't bother me one bit. They look like they fit. Now, if we saw a citadel in the skyline... that'd be another story
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