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Ascard

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Posts posted by Ascard

  1. Don't forget to add a watermark with your name and email adress on each picture. If some recruiter or lead saves one of your pictures on his hdd he will later know where it came from.

    great tip, often overlooked (by me :( )

  2. Uh, semi slight spoiler, but what the fuck is up with the start of the game?!

    Live action cyber cooking show?!

    Obviously it must be on purpose, but what a crappy way to start a game (Unless its explained later on :)). Was good once it started tho, many cutscenes :D. Only played it for about 40m tho :G

    I reset the ps3 a couple times thinking i sat on the remote or something, its not just the cooking show the exercise program on the channel up = O.o though the adverts are good,

    hang around on the mainmenu screen til he kneels down then it goes into an awesome FMV albeit a 5 minute wait for a 30 second FMV about im not sure what but regardless, awesome xD

  3. 3D buzz has always been more about encouraging people to just have a go and jump in, locking out external content makes this more a competition of aesthetics, gameplay and flow and the free ut tutorials on the site means everyone could jump in and start creating within the timescale of the competition.

    MSU is a whole nother bucket of fish its for the 1337

  4. lol that was the kind of reply i was expecting tbh... its a shame, and yet i still feel drawn lol

    this months edge refered to its graphics along the lines of embarisingly reminiscent of last gen

    though again I don't think there bad, defo not as bad as ppl make out, and ut3 is still a failed comparison that game is 'gorgeus' mixed with 'phwoar' and a little bit of *drool* for a suprisingly low spec

    You missed out on time splitters, it played really well

  5. Well I did say the game was worth a 9/10 score :) Honestly, I've played it entirely and am not looking forward to go back to it, but that's also been the case with Vice City and San Andreas. I always was all about story telling and narrative, and this is precisely what I loved in this iteration. That's also why there are only a few games I'll go back to and play multiple times. Other than that, once a game is done it's very much like a movie I won't even try to get back to it for at least a couple years.

    I think, in the end, after having spent 40+ hours with it, the story is its biggest flaw. *runs for the hills*

    That said, I still think it deserves the 10's; if of course we're considering a 10 as simply the best of its kind and not 'perfect'.

    Wow the best of its kind is so unfair cause the other simmilar games are always considered as GTA wannabes and not given the light they may deserve...

    UT3 was rated everywhere as very good but just more of the same, I was annoyed GTA didn't get the same reception

  6. I agree I think the generalised courses are a great resource especially for producers, the main problem with them IMO though is they tend to attract people who arn't sure what they want to do, and arn't likely to have a paticularly strong aptitude for code or art as those students are more likely to have taken a course with more direction.

    Generally speaking these kinds of course end up pushing out wanna be producers and designers in the final years and therefore the group projects tend to be have great ideas but not much content.

    In England our courses are mostly 3 years long, the first 2 years are broad knowledge and the final year directed study into your chosen field in a individual 'and' a group project. Being directed rather than taught cuts on the number of specialist tutors required. Individual projects are generally strong whereas group projects tend to spend alot of time again arguing about roles... >.>

  7. You can drop some polys out of the backboard aswell, is it intended to be a game model?

    will it be normal mapped, if so you could replace the glass and its frame with a much simpler cylinder just to get your silhouette and add detail with small texture, opacity and normal maps.

    I do likies your glass though ^_^

  8. the ears look great !!

    i hate ugly 3D ears :cry:

    I hope your gf doesn't have ears like that O.o

    To add on from what buddy said, I think the scale of most of the z detail works really well as exagerated as it is, it is a stylised character, and I do love the character.

    But i think the wrinkles on the outside of the eyes are a bit too sharp a light smooth and/or flatten would really do it for me, and my only other niggle is under the lip joining the chin, this area looks a little boxy to me

  9. I'm not a source developer, but I wonder is it possible to teleport to your destination with a vertical offset so that you can't tele straight into another player but just arrive then fall, and also add a cool down to your portals to stop multiple ppl using them together.

    Adding lighting would definitly make the level more playable, without breaking up the geometry with textures and or lighting its going to be really hard for ppl to play test or provide aesthetic feedback, lights would be quicker

    In a chaotic, close combat map are the teleporters any merit anyway???

  10. The course is a part of the Media Technology and Games degree, which has two lines: Design and Analysis and Technology. The first is about game design and the second about programming which means that the games should not be judged too much on the visuals as there were no real artists.

    Then they will not be Properly Prepared. I teach a class, and the goal is to be artistic in your programming and Level design. Making it work is pie, but making it awesome is the challenge. We use source, and after 2 years, the games I've made with the students I had, were sadly alot better. I'd expect more from a 4 year class.

    Zackers course does sound pretty broad 2 me, more of an overview of development and then an attempt to put some ideas into practice, to use Unreal on the first attempt and come out with something abstract is quite an achievement.

    If this is the first shot at a game you really shouldn't class these pupils as 4 years of games dev study but 4 years of creative media studies (photography, cinemotography, compositing, narrative studies, journalism, media and audience and whatever else usually comes under that bracket), and some of these concepts ( or as I interpret the trailers which I assume are accompanied by presentations to anchor them) seem very intresting to me with a few scripters and artists or just experience, there's room for strong products imho

  11. i really like the architecture and texture work. the only thing i can really nitpick about is that for a rusty set like that, it would look so much better with a more gloomy skybox. needless to say, ill try it out.

    I think the box compliments the textures really well, its just the right amount of contrast imo

  12. I've been using XSI for a week or so and have managed to produce a good bunch of plants etc.

    Word through the grapevine is that XSI is the king for organic modelling, I Can't imagine it being worth the price tag though

    I love Maya, I'd marry maya and have subdiv babies together ^^

    I do really like the pelt mapping of Max but you can get the same functionality out of headus UvLayout, though that is secondary software to support the already more expensive software.

    For modeling I think max is easier to jump into but Maya has a better workflow, customisability and layout for me personally, In any case learning one teaches you alot about the other too. You can't really go wrong I thinks

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