Blog | About | Contact | Submit Mod | Join Mod DB | Site Map | Media Kit | Desura | RSS
5 comments by h4ngman on Mar 27th, 2013
What's the greatest thing about being an artist? Apart from not having a job (well, not an artist's position) it's the constant growing and learning, getting better at what you do. Because there's no limit to how good you can get, if you just keep doing it you'll get better. Someone with no artistic background might think a naturalistic (like a photograph) look is the neplusultra of artistic skill, but the beauty is tat there's a million styles and directions to explore, most of all your own. And even then you don't just reach an ultimate point, your style is an organic thing, it will change and somehow always get more satisfying for yourself to look at.
My personal goal is to keep that flow up, in every situation. As a teen, I was a skinny kid. So I started doing push-ups. At first I could barely do 5 but after a few days I was at 10 already. This kind of progress motivated me to do other exercises and soon I could do even more. So I thought to myself, "Hey, maybe I'll just get better and better until I can do a hundred". One year later 100 push-ups were part of my daily fitness routine that I still do every day.
When I started exploring digital art two years ago I could quickly pull off some neat models, mechanics, solids, inanimate objects. But when I noticed how godawful my head sculpts looked, I realized it was time for a artistic workout. So I did my exercises, every day. More and more in-depth studies of anatomy and related subjects.
Well, I'm gonna cut to the point here: My workout got me ripped when I felt skinny. My practice with projects like conscript made me a better artist with a chance at a professional career.
And, of course, it advanced the quality of conscript's models immensely. So here you go, a brand new head for our NPC's. And to stay on the topic of art evolution, just compare it to how things used to be from newest to oldest.
The oh so very old one
Tanks to the conscript team for giving me an opportunity and motivation to keep getting better and of course to all my personal friends, Bio, Phone and JaAm.
What if a group of modders decide to make a mod for the vita that makes all of the models, sounds, and textures..... wait for it.....HD!
will there be a ps vita version??
This has to be my 30th time saying this lol, but we don't have any plans for one, since the majority of the team does not have one including myself/would require making an entirely new version with semi-higher poly models, higher res textures, etc.
Although it would be nice, we just have no experience with the vita to use its potential/ even have one in the first place.
The psp version will work via emulation on the vita, but no specific plans for a HD vita version as of now.
You know who I am based on who has the glitched rocket launcher's red dot on all weapons.
Well thats one thing that wont happen.
BIODUDE!! hey its chad, i told ya i was gonna keep watch. Dont let me down. :)
Does anyone know about Kurok. It's a homebrew game based on the Turok game. Anyways, it's still remains as the greatest homebrew for PSP I have ever played. It has a couple of unique levels, many cool weapons, human and dinosaur enemies, narrative, 3 difficulties, nice controls, multiplayer (against bots, but still fun), decent menu, and a good eboot. And it uses the Quake engine. Anyways, you can try it out, it's Kurok v0.4. You might even want to continue the project since it was abandoned.
This comment is currently awaiting admin approval, join now to view.
Actually, the Fitz Quake engine; which in any case is better, being the matter that a legit copy of Quake is not actually needed.
Many psp engines, I think even our own included, uses pieces of the kurok engine. Kurok was an inspiring homebrew at the time, shame it was never finished. I don't plan on finishing it though