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Messages - gfx johnny

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31
Software and games / Re: Blender (modeling, animation, rendering)
« on: December 03, 2004, 10:47:34 PM »
I have two suggestions for converting 3ds files to obj: you could use the well known free habware plugin, or try your luck with Wings3d, also a free modeler (can import/export 3ds and obj files).

But i don't know if blender will read the results without problems. I have no problems converting files between 3ds and obj and then using apps like 3dsmax, Wings3d and Zbrush (with Materials).

32
Game announcements / Re: The Dead City
« on: December 02, 2004, 10:30:27 PM »
You miss the point of what we are saying for sure  :P ;)

Quote
I didn't say the game made me want to vomit.  I was talking specifically about the dialogue.
That isn't important, we didn't talk about that aspect... it's about you speaking tartly ;)

Quote
This isn't me going over the top, this is me being honest.  I don't mind harsh crits.  I'm not insulting, just saying what I thought of it.  I happen to have a naturally brutal honesty.
You seem to be proud of being rude, fine. And you dont want to see you are not honest. You have a way too high opinion of yourself. It is not honest that you wanted to vomit, is it? Ask yourself, why did you choose this expression? There is a difference between exaggeration and honesty. I guess it couldnt be so difficult to write: "the dialogue was bad, because of...?" And after all its a differece if the author himself is modest and describes his work in a way he wants to. He has the right to insult himself ;) But i did say this before, so its hopeless. I will just drop out of this discussion and drink a nice beer instead  ::beer :D

ps: your nick doesn't suit you - your attitude is all-too common nowadays ;)




33
General Discussion / Re: What do you think about this scene?
« on: December 02, 2004, 09:04:11 PM »
I see. If you use close ups then you should create more details anyway as you suggested before. Bump maps look fine :)

34
General Discussion / Re: What do you think about this scene?
« on: December 02, 2004, 07:16:38 PM »
Hm, that's different. I think perhaps we should know where do you want to have your focus on? Table & chairs are now out of sight, and the house with entrance seems to be more important. There was a good article about graphics for adventure games from Bill Tiller, using shapes for your picture to set focus.

Regarding the bump maps, i can't see a big difference, but you know that already.The wall on the left looks good.     

35
I beg to differ. I guess it's all about your perspective. AFAIK Poser 5 has a new good render engine behind it, so the results are (almost?) as beautiful using state of the art render tools (brazil, vray, mental ray and so on). So i think no one will be surprised at good outcomes using poser for prerendered characters.
It's about a comparison between poser and other solutions, and a comparison about your skills. If you can create a model from scratch, setup the rig and animate it, poser would be only an alternative because of its price. Poser is not the most versatile app, if you ask me. That would be 3ds max or maya, cinema etc. Because there you have also excellent possibilities for camera, lighting, animation, and modeling too. If anything, it is the other way round, with that awkward interface of Poser. It is nice if you are not able to create your model all alone and regarding the fee.
So yes, Poser is has its strengths, and i'm sure you can create high quality content for your game.

Quote from: Nihil
The main audience is people who like to do some nice pics with elves, dragons and nude girls I suppose :-)
That was a good one  :D Exactly my feeling when i looked up several poser galleries a long time ago.

36
General Discussion / Re: What do you think about this scene?
« on: December 02, 2004, 05:59:00 PM »
Quote
..and it's completely free !
It's free, but he got some pictures from friends, so he cannot say for sure if they are all free from rights. This seem to be some kind of coverage though. 

37
Game announcements / Re: The Dead City
« on: December 01, 2004, 11:50:39 PM »
Yep, honest criticism is the way, agreed. But nevertheless you don't need to go over the top. Of course there was no need to vomit. And there is no need to express yourself this way. You show no respect to the work someone had. You wouldn't feel happy if someone insult your work in that way, right?
Be honest, but don't insult. Better, try to be constructive. Your argument is someone needs honest criticism - i guess so he can learn, try to be better? He won't learn a thing from your contribution.

"The game is one of the worst amateur adventures i played" < - > "it made me want to vomit"   
This sentence is honest and may be bitter, but its better than yours. You see the difference?

And it has nothing to do with being the lone wolf. You should think about arguments and act accordingly. Don't swim with the stream, but neither against it, if it is just for that reason alone. So dont even mention it ;)

Reading about sycophants i hope this wasnt meant to be a rhetorical element to insult us ;)



Erm, long contribution... sorry for contributing to highjack this thread.  ::hijack 

38
Game announcements / Re: The Dead City
« on: December 01, 2004, 10:51:01 PM »
And bad quality (in your eyes) is a poor excuse to be rude ;) You are not forced to like the game, sure. You can criticise it, no problem. But be constructive and mind your manners. Statements like "it made me want to vomit" are awful.   

39
General Discussion / Re: What do you think about this scene?
« on: December 01, 2004, 08:25:34 PM »
Quote
a can here, a bottle and a shovel there and stuff
Yep, good idea. :) I guess more things and details can add to almost every scene. Regarding an adventure, it's a difficult task to add items though... because if they get too much focus, every player will try to take them  ;D  A shovel is perhaps too useful ;)

Otherwise the scene seems to be complete.




40
General Discussion / Re: What do you think about this scene?
« on: December 01, 2004, 07:19:54 PM »
I like it  :) I would criticise the materials/shaders. They look a little bit flat. I can see differences only within the diffuse channel; they lack bump maps (especially for the stone path and wood parts) for example. The window's reflection looks a little bit weird. The difference between the trees with lots of leaves and the lawn is too sharp i think, the grass is just a flat plane for the most part. So perhaps you use displacement/bump to create some noise or you could create some 2d flowers or bushes (using opacity masks) or even poly-grass (for 3dsmax there is a good plugin thats free, don't know about blender sadly).

Looking forward to your game, regarding its art it will be nice i'm sure :)

41
General Discussion / Re: WME 1.3
« on: December 01, 2004, 12:43:34 AM »
Lovely demo! Runs smooth and without any glitches.

Thanks for this great feature, Mnemonic - you rock!  ::rock O0

42
General Discussion / Re: Adventure games and Reviewers nowadays
« on: November 29, 2004, 12:12:55 AM »
I share most parts of that opinion. But there are lots of reviewers out there, and of course there are rotten apples sometimes. We have the game magazine "Gamestar" here in germany, and adventures won't get good reviews there (for example, Syberia was rated 59% and the review said "boring adventure"). The Gamestar audience is all about action games and ego shooters someone might think when reading their forums.
Reviews of adventure sites are better most of the time. I don't have the feeling of unfair reviews when reading about games on "just adventures" or "adventure gamers". Of course there are differences between "big commercial" games and independent titles. And you have both sides regarding independent adventures... some reviewers will bash good adventures, some will exaggerate and give high ratings for poor games. I guess, after all, its not that easy to judge a game being neutral and objective.

43
I dont know Blender that good, but i know Metaballs from Truespace for example. Its different from standard metaballs.

I think a picture says more than lots of words, so look at this animated gif.

You construct your model using spheres, and Zbrush will skin it according to position and scale of that spheres. After that, you con edit your model using standard Zbrush Tools, paint 3d structure directly on it (so great), push and move 3d geometry, it's like sculpting clay. And after your model is finished, rotate the Zspheres and the geometry will adapt, so you can have any pose you wish.

44
Here is an example of Zbrush and its ZSpheres-Posing. I guess it's similar to Simpose, but you can create everything within ZBrush of course. The character is an old one of mine, not that good, but just for showing the ZSpheres. It's very easy to control that Spheres, you just drag them around, rotate them and so on.




45
It's not obligatory to have bad graphics in an amateur adventure, of course. I personally want to achieve quality graphics too. But creating an adventure is a lot of work, and sometimes there is only one creator, so its impossible to make everything high quality. And you can enjoy an adventure (even every other genre, too) even with bad art, because the gameplay or the story is that good. So if you can create good graphics, go for it of course. But there will be lots of adventure fans who will play nice little games with bad graphics too :)

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