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Everything posted by Acumen
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concerning the mentioned uv space, i kinda tried to illustrate how it might be a bit more efficient, but still i'd suggest, you might wanna use some checker material, cause for example the "vacancy" part is scaled up really high, but the sign is pretty tiny compared to the "motel" letters, it's like 1/3 of a letter size on the model but almost 3/4 on the uv map. argh, i hope this somehow makes sense anyways, here's the pic:
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thanks yes, i really AM happy right now. you know, there was much pressure on me, cause there are not that many kindergarten in my region that take interns for their last year of education (induction year ?) and so i only had that one chance and they said, they'd call me back within the next 2 weeks - but it was week 3 today, so i decided to call them and im really happy it worked out cause it's an awesome kindergarten - 160 kids but only about 20 in one group - so that's a huge chance to work independently with 1 more educator in the same group - you make your own rules, festivities, education plan and whatnot... and i already had one positive answer from a kindergarten, but it was in the inner city, and i've in city kindergarten for 2 years now and wanted to experience something else. so long story short - it all worked out in the end and a huge pressure went away today oh well, i'm boring you all, but since this is kinda the only forums i visit and post in, i just had to write it down on the other hand, i couldn't be in kindergarten today, cause i have diarrhea - countless toilette minutes so far - sucks bad time, i can tell you
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omg !!! i just called at the kindergarten i had my job interview at 2 weeks ago, to see whether i can go there next year of have to go into the city again and YES YES YES !!! she said, it should be in my mailbox today or tomorrow. so finally, after 2 years of learning how be a kindergarten teacher i'll earn some money with it and be at such an awesome kindergarten that is brandnew - lots of learning and developing possibilities for me and of course the kids \o/ man, i'm so happy, i could sing karaoke all day long now - now i just need to finish my 20 pages homework till friday, of which i already have 4 pages laid out - but believe me, that phone call i made is more than enough motivation to finish something lik 10 more pages today ! i'm soooo glad and relieved - it's absolutely indescribable ! *takingadeepbreath*
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i gotta admit, the colors play together quite nicely - really cool ! (referring to the garage shot) so many new refpics to save but plz give the barrel more polies than a single paint can. it looks so weird, with the air compressor and everything else in the scene is having massive polygons and the barrel looking totally edgy and stuff, just some more stacks - 16 or something i mean even the air wrench is totally busted with polygon desnity. i know, i know, i'm always nitpicking but especially with such round things i like it, when it's like that: smaller round objects with less stacks and bigger ones with more, and the barrel clearly is bigger then one of the cans, i'd say...still they both seem to have 12 stacks (?) meh, meh, i'm so nitpicking, sry sry
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you can't ask people about their age ?? O_o i thought that would be normal all over the world to include that in the cv/vita. at least here in germany its absolutely normal and understandable, imo thats quite interesting to know that difference, i have to admit
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to be quite honest, i don't really like the entire thing in orange. the area that holds the lift could be blackish-greyish or something - but right now it burns my eyes. i think especially with the colored cars in my mind, this might look horrible, all these brilliant colors in one scene - i think the garage stuff should be a tad not so directlyeyeburningcolorwise and therefore the orange on the lower part of the lift, should be chosen and used wisely - it can still be there but not that dominant, that's what i'd say at least the upper grey metal part looks mirrored in a weird way on the texture sheet, even though, its one piece - i don't know, some weird seam going on. but ok ok ok, "the kart stands on top of that, so you won't see fool" modelingwise it looks great, though ! edit: sry, i was just so bored ^^ my words meant this somehow: you know, just less orange, cause i can't remember any asset of the game where the colors have been that extremely strong oh well, i should start doing my homework now ^^
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that looks a lot more vibrant and lifelike - i like it very much ! now add the flying birds around the thing for 5stars
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Apart from the lighting suggestions that Meotwister made that could really make the scene shine a lot more - i was thinking about the use of the forklift - i mean right now considering the floor/stone/thing i doubt anyone would have a forklift in there ? i mean, you can't work/drive properly, can you ? i don't know but to me it doesn't look too plausible to me. i'd imagine sitting in there driving around talkin to my buddy "o-o-o-o-well-l-l-l-this-is-is-so-so-me-bumpy-umpy-drive" - "shut up dave and carry the nuclear stuff around more carefully !" maybe some concrete floor way, where the forklift shall drive would work but that stone/mud thing i find it hard to believe somehow - even though the forklift might have 4x4 propulsion - but still it looks out of place, imo. the rest of the scene is mighty fine, thought - but update lighting still !
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wow that must be a nice feeling, all these companies getting in touch with you ^^ there's two things that really are a letdown for me on the map. first thing doesn't really say anything about the map's quality, but the images you posted - all of them are so sucky compressed. why don't you take proper pics with nice antialiasing, or at least scale the screens down and resharpen slightly. i don't know it's just something that bothers me, cause i took all the screens and put them in photoshop just to see with these things, and i think it adds a lot to the presentation quality. second thing - i don't like the lighting at all. it looks so bland and grey. i don't know i don't get a caribbean feeling, no dangerous pirate feeling no feeling at all. it could be more blue/orange, or whatever - i don't know, i just find it sad, cause i think it takes away of your hard work, that the lighting doesn't match up the quality of the rest. and i think that's something you could've tweaked a lot, imo cause level design and modeling wise it looks reaaally sweet - lighting just doesn't do it for me :/ sry to say that just some things you may keep in mind on your next project together with the rest of the crits in the thread edit: yeh i seen the editor axis on the shots, just was sayin, that you could spend some 30 seconds and shrink/resharpend them a bit - looks much nicer presentation-wise - imo
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i gotta admit i really like the new style that is going on in this part of the series - the comical stuff was not too much my taste considering the general theme of the game. and so far, i like these trailers - seems to be a cool game with lots of character but um, who did that face of the stripper lady - i paused and man....it looks like out of poser5 or something - totally out of place stylewise, imo...why didn't they take the head model of the angry black woman *cough*
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wow, seems that friechamp was wrong viewtopic.php?f=34&t=10762 Gooooold medal !!
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definately a tough problem. but like for example (i just happen to have that frame previewed on the vimeo thingie). it's 1.24 mins in the video and the camera is rather close to the players, but still they are rather small, imo. but i just wanted to point it out, but since you guys seem to have everything laid out i'm sure, you'll test it and tweak it until you are satisfied. and i mean, in the end, scaling a car model up/down shouldn't be too much of a problem really, i guess but overall it's awesome to watch the progress of this thread i just saved some images you showed in my own racing mod project as reference, and it's quite impressing to see how the quality of the stuff you produced has improved. im really excited in the end, for your further progress *demo*hint*demo* edit: haha, oh well, that's why i'm no programmer i'd take the most complicated and unefficient way, that could exist ^^
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i don't know if it's the camera of the video, but imo the characters are way too small on the screen on the still images below the video it looks quite nice, but on the video it looks soooo tiny ~~ if that should be player view i'd like to ask if you tried scaling the characters up to like 125-150% and see how it looks, cause i don't like how all the nice character and car detail plops away with tiny tiny view scale i don't know and on top of that, the racetracks look rather empty with the characters being that small. it's definately something i would like to have some kind of comparison for, to get a better idea of how it would look like i think you take away a lot of the charme with showing the characters, you can customize so nice, at such a size :/
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apart from the problem you all talked about, i totally love the visual style. when i first saw screens and stuff i was like "ohnoes, tf2 is so much better" but i gotta be honest, the trailer ingame scens gave me a huuuge smile on my face i really can't put it down in words but the color theme is awesooome, imo. while the tf2 is a bit darker, moodier, this looks just like out of tv cartoon style. but that's just the style...the soldiers and stuff are just soooo out of place in the beautiful environments. i just imagined what awesome "jumpnrun" game that could have been - especially the trees/bushes - man, i love their style - has some viva pinata feeling to me i don't know i think there's something wrong in the art direction/theme dialogue - it doesn't match up as tf2 does for me :/ the environments in bf heroes look so cute that the them just feels wrong. i think valve did a much better job in combining these 2 things with not making the environment overthetopcartoony. *sigh* what a pity
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not that i ever played neither a game of the list nor the one im about to say, but still.... what about "The Chronicles of Riddick: Escape from Butcher Bay" - i thought that looked mighty fine and i think if i remember correctly it had quite high scores in magazines http://www.mobygames.com/game/windows/c ... Id,114893/ http://www.mobygames.com/game/windows/c ... Id,114911/ http://www.mobygames.com/game/windows/c ... Id,114910/
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i dont like the navigation. im so used to browsing artists sites with the tabbing feature that i find it quite annoying to not being able to do that with your site and have to wait for the thing to load instead. especially on the pages that have like 30 thumbnails, i don't wanna wait for a single pic. i mean i want to see all these pics as fast as possible with *tabtabtabtab* and not click, load, wait, click.... i don't know i never really liked such designed flash portfolios. i don't take that much time to view an artists work but just want a nice fast overview. if i were you i would change that around a bit. i mean, in the end i don't really see the need of that hp being in flash at all. i would prefer a much simple navigation a ton :/ the work is nice and all but (to take it a bit over the top) the navigation makes it hard for your work to shine - sry to say that
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i think its that you tried to make it look random and now it looks forced-random - i mean it looks like you finished that piece and then duplicated one wooden piece over and over again and rotated it to get a random look, and i think that's not exactly how people would do that in real time. i mean it would be sloppy, but not terribly rotated, imo. http://www1.istockphoto.com/file_thumbv ... ground.jpg while this may not be the best example to show what i mean, but i think you should try it in the sense off, people will randomly select the wood pieces but not rotate it completely uncommon. I would consider far less rotation on the planks, but a bit more texture variation maybe. apart from that, i tend to dislike your heavy photosource look, i dont know its just too much shadow visible in many of your textures which im kinda not a huge fan of :/
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awww, cute theres two things i dont like about the painting. while the wrinkles on the clothes look good overall what it lacks in my opinion is some overall volume and shape. it looks like you have that pattern on a flat colored plane and then painted in the shadows and highlights for the wrinkles. but the pattern stays the same - you know what i mean ? it doesn't flow with the painted wrinkles, it just tiles perfectly and that looks odd in my opinion. and the arms and the torso just don't pop out too good in general, it just feels flat to me - and i think if you put in some more general volume in there, it would look much much better - and of course the pattern problem. the second thing is the mouth - its not supposed to be a funny remark, believe me - but i think the mouth looks like a tomato. to me it is way too red in contrast to the rest of the softer colors of the face. i think it really stands out too much. i think this could be changed quite easy as well but overall i really really like it great job
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yeh the kart "design" (if one can even call it like that) was made like that on purpose in the end. i had quite some tries on these vehicles. some realistic ones as zaphod did, but then i also went back and forth with the diddy kong screens i saved on my hd and i thought that these were rather simply shape and detailwise. like the car has a shoe shape - so mine has that soap box shape - thats great for me so i tried all these vehicles, put a character in it and rendererd a video of it in max to see how it might look like perspective wise ingame. here's some old ones to show what i mean: to me it was important to have the same key features as the original diddy kong ones without totally ripping and copying it. so i have 2 big lights, a spoiler and the visible tires on the backside of it and i think it works out nice from the perspectice. i don't want to overdetail the cars and characters like zaphod did this for example. im loving his stuff and its most awesomely inspiring and all, but its not what i wanted to do with my characters. it was always about the fluffy puffy cutey characters with cars that don't really have any realistic reference or something like that (e.g. working motor details or stuff like that). but the penguin is just the right kind of detail/shape/character that i always wanted that's why i never had a successful try at modeling your character. it always looked so busy to me (the hairy part) :/ and im so sorry for that i wish i could have used it as it is - but i really have to simplify it a lot to keep it in the mod. but in the end - i mean i told you - chances that this will ever see the light of day, are soooooooo slim. im the only guy working on it. i have no textures, no coder, no nothing - just me modeling useless stuff edit: and btw. even though i didnt reference your penguin concept on purpose i just stumbled over it and i think that's just the most awesome style for such creatures ever ^^ it's so clean, simple but yet totally convincing in character and cuteness \o/
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*edit*: sry, is 1024x768 too big for the forums layout to be posted directly ? oh well after a decade of not having modelled anything i just took my holiday time today and made some peng!uin for my weird mod project (diddy kong racing clone). maybe some of you remember it from years ago when i posted these vehicles and whatnot^^ *update* i just checked and the first models were shown in january 2005 (I think i started with it in october 2004 - at least that's the oldest model file date ) i know i know, zaphod has his project everywhere and his stuff is really outstanding. it really motivated me again at least for today to model something for myself again. but since for me this is just for fun and probably will never see the light of day, here you go, peng! the penguin in his vehicles:
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i guess you mean this one, right ? http://www.3dtotal.com/team/Tutorials/s ... fan_01.asp
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i couldn't really recognise what material that stripe in the middle of the texture is made of - seems really weird to me O_o and to me it doesnt look like it belongs to the texture, since it doesnt give away any shadow apart from that i really like the photorealistic look of it, even though i think the cracks on the upper part are quite awfully tiling and in the lower part i can't really tell whether the wallpaper or the stones are the upper layer (depends on the way/perspective i look at it ^^ - sometimes the stones come first, sometimes the wallpaper)
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"todd mcfarlane-like style" sounds cool to use such artistic catch-phrases, aye ? i really like the image's style but to me the thick outlines destroy the overall impression, because i think they are mainly used to not being forced to paint more detail in it. it looks a tad random to me - just so the image is filled with more outlines than it would be with thinner lines. i don't know, i'd like a more cleaner look. but if thats toddmcfarlane, its all fine for me
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yah well, i just dont have that flash thingie installed, neither do i want to do so but anyways the west shot looks very cool again prefering this kinda over snow atm
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alternative video download possibility please
