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Everything posted by Acumen
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on that german hl newssite i just read its some christmas special offer ending on 2nd january 2009 - i guess thats why its cheaper now
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so i was just browsing some cg sites and stumbled over that poster made in gimp: http://cursed.tw3lv3.com/curse_poster_l.jpg and thought, mmmh lets check the site out, and wow that sure looks like a pretty nice mod, imo. i never heard of that mod before, but the art quality is pretty neat, i gotta say. did any of you guys hear of this project before ? or have been working on it ? or what do you think about the project, just by checking out the media ? the site: http://www.curseepisodes.com/csite.html some more screens of it: http://www.moddb.com/mods/curse1/images ... shot-00134 http://www.moddb.com/mods/curse1/images ... 3#imagebox edit: just to make sure, i don't have anything to do with that project, just thought i might share, what i stumbled over ^^
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hm, right, the line tool works fine for the cables ! but um, let me tell you a little story, mister ! yesterday i spent lots of time figuring out how to do that spiral - and the thing was - i fought my way through the internet searching for some tips on how the helix stuff works... cause i had found the "renderable" and "display render mesh" options but i couldn't figure out how i could decrease the height segments - it was too hipoly for my model... so what i did was extruded a cylinder primitive along the helix spline, which often resulted in weird objects. sometimes it was alright but rotated in a weird way and i couldn't figure out how that could be stopped - then it was extruded quite deformed - it was really annoying. and that's why i didn't even think about doing the cables/tubes with the line tool... thanks, for giving me the the right hint again !! but still, if you should know how to get the helix problem solved, you'd be my hero of the rest of the year it just has too many height segments (something like 42), which i don't know how to change, so it adapts to my low poly model
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thanks for your comments, guys had another go at the tf2-models today if anyone knows a tutorial about using splines the proper way for the tubes and spiral on the model, I'd be sooo thankful its always so messy when i use it, and sometimes it gives just horrible results anyways, thats why the tubes are a bit blocky - made them by hand ^^ edit: again this model was "very" inspired by the original tf2 models - so don't blame me, it's just for practise and fun :roll:
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that's got to be the most awesomest train model idea in a while your creativity amazes me from time to time, though - slow down and give us a chance as well ^^ but seriously, it fits so well in the map though its a slightly different comic style than tf2 - i think it blends in really nicely. whoop-whoooop !!
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why don't you just let the blog be combined with the news-page - as it is right now. i don't like it too much to have to switch between these 2 things all the time to find out where the updates are at. i don't think it needs to be seperated either - i mean the blog is about zerogear and the content seems to be pretty identical with the news page - maybe its placeholder, though. i'd say get rid of the seperate blog and just post the news in the news section - makes it more accessiablela (or whatever the word is ) and i think thats your basic idea behind zerogear, right ?! to the looks: i love love it like you said it better reflects the games art style and its got rid of all these huuuuuuge buttons and whatnot. much much nicer to look at, imo.
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just some random ordinary tf2-style-console-thing i made while my gf was wrapping up some christmas gifts
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Im totally loving the lighting - such a nice atmosphere !
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ah, okay, thx for the extra info just always interests me to see what the people that post about their projects did on it specifically. btw, my gf absolutely loved the monkeythingcharacter
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may i ask, what kind of work you're doing on this ? just cause i browsed your portfolio from time to time and i can't really tell, what you could have worked on just from the trailer - i don't know, im just curious
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the ear could sooo benefit from a couple of more faces/edges so it's not thaaat edgy, imo :/ i don't know, that just distracts me everytime i see it on a head model, while the rest looks fine and smooth
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i don't exactly know whether i totally understood your image of the present, but when i was searching something for my girlfriend last year i stumbled over that site: http://www.mydays.de/home.html it has tons and tons and tons of totally different really special ideas (at least in my opinion) i know its not a gadget, but i just thought, since you mentioned motorboats and fast cars, maybe that could be of any interest, for you - if not, sry
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some mockup models i made for a new racetrack map i'd like to realize. since zaphod is getting more and more done with zerogear, i thought, i'd leave my own project aside, and just fiddle around in max - if i get it done, i might learn how to get it into that ogre engine (i guess that's what they are using), or else it's just some weird project, i'll never finish, as usual these props will lay around aside the actual racetrack (which will be a pet cage) so they will be rather huge anyways, here are the first ones - more to come tomorrow (i guess ^^)
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while the material setup looks quite nice, i would like to see either painted shadows on the texture map or a normal map to bring that out - cause it just looks too flat right now. and i think you could have saved quite some uvspace on the platine parts (overlapping) - i don't know - you could have saved some space here and there and scale up the outer part of the radio quite a bit - imo. but that goes under practice, i guess. could just be a tad crisper overall, if the uvmap would be optimized a bit more but ingame it would look nice, nevertheless, i'm sure - since it's tiny
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just stumbled over some screenshots and a new "speed art trailer" for the game - i hope it's ok to post it in here, if not, bare with me :/ http://www.clubic.com/shot-jeux-video-1 ... ersia.html http://www.gametrailers.com/player/34326.html i kinda digg the art style with just a slightly cartoony touch
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i think it's because they are static but look like some evil demon's hands actually moving around, grabbing people and whatnot. the skullrock just looks more believable, i guess. at least that's the impression i get from the screenshots. the skinny rock arm elements just don't look like they could be built/created over the years compared to some stone/rock/skull
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i can't load/view the images :/ maybe something wrong with the links ?
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wohaa that is an mighty cool idea ^^ the skull a bit more defined and that shall be awesome
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kk, r2d2 with a little rack/door on his torso opened where "next gen tech stuff" might show up. on the right he fell over a stone. the model has 350 triangles
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come on, guys, why did nobody model r2d2 so far
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why do you guys always go lower with the specs O_O i thought we've been on a record low the last time already. i think much more people would enjoy a more reasonable polycount and texture size contest set and participate - simply cause it's easier - and plz it's still a challenge - but oh well, at least i'd enjoy it more
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yeh, but that wasn't quite the point, i guess it's not about the movements the camera makes but the movement you can actually control on your own and how well that might work out.....or not. at least that's what i found fascinating and how i understood thriks and jekutos posts and pretty much almost everyone elses in this thread
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im absolutely loving the music in that video ! it creates a really awesome atmosphere with the video footage, imo. the visual style of the game in motion looks even better than on the previously released screen material. in case anyone knows the interpret and title of the music (but i guess it's game soundtrack) - post it here really loving it !
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pllllz, only people who have to hide something, post tiny mapshots bigger resolution plz, since i don't have tf2 but want to see the map in a proper resolution cause it looks nice from the shots, as far as i can tell. just soooo tiny
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the helmet in the foreground loooks huuuuuuuuuuuuuuuuuuuuge what about somehting like that for the tyres: http://www.rbcomponents.com/images/full ... -Combo.jpg or in generall 2-3 tyre stacks, instead of them randomly placed i'd like to see even more detail in the kart garage, like random components on the wall, or tools everywhere http://ccgi.sttech.force9.co.uk/newgfx/ ... ts%202.jpg or a cabinet that fills up the place: http://www.dehaanracing.com/NewSite/Our ... /Shop1.jpg like that in general to fill up the place: just think it looks a bit empty. you've filled the scene with all the nice props but i get the feeling it was a bit too randomly placed all around. i think left, right and foreground could use a bit more prop love just under the aspect, that one can rotate and zoom the scene it think some more props would add to it. what you already have is awesome but i think there's room for a tad more
