Multi-dimensional designer and game developer.

Comment History  (0 - 30 of 65)
AVittoz
AVittoz Mar 14 2014, 10:29am replied:

Thanks! It's very much appreciated.. I'd encourage you to track my profile if you're interested in my future work as this project isn't my main focus anymore.

+1 vote     media: Tyme Flies!..
AVittoz
AVittoz Mar 14 2014, 10:25am replied:

This is actually modelled based on reference photos I took of Gold Finger's car from the classic Bond film. I came across it in a car showroom in France. It is also the main car in the game, in the time period KW is set it was the Ford Model-T that was the only mass produced vehicle. This is the luxury version with the black and cream texture from the photos but I can remove the texture and define a set of colours for the engine to use so the same model is reused to make multiple vehicles. For example colouring it yellow makes a taxi. Obviously alternate models are planned like a pickup truck, flatbed and convertible versions.

+1 vote     media: New Artwork
AVittoz
AVittoz Jul 8 2013, 6:28am says:

Looks awesome guys, love the character design!

+3 votes     game: Iron Soul
AVittoz
AVittoz May 11 2013, 1:15pm replied:

Hey yeah i remember. Yeah i do want to complete this project but im not setup for working with san an atm. I think if i were to return to this project id port it all to unity. Good to here from u tho :)

+1 vote     mod: Knightwatch
AVittoz
AVittoz Jul 23 2012, 7:04am says:

Awesome work!

Only thing I'd say is the video is very low resolution so, unfortunatley, we can't see alot of the detail you have put into it. The frame rate is stuttery too.

I assume you're using some kind of video capture software, have you tried using UDK's Dumpmovie functions to capture realtime movies.

Here's the page that explains it all in detail
Udn.epicgames.com

+2 votes     article: a classical trailer
AVittoz
AVittoz Jun 13 2012, 7:57am says:

I know how to trigger custom attack animations and do hit detection for damage dealing. its to complex to explain here tho

+1 vote     article: I need help with animtree and melee atack! help me please!
AVittoz
AVittoz Jan 10 2012, 1:36pm replied:

Yeah I have it somewhere.. if you want it, drop me a PM with your email address and i'll see if I can get it to you. It should be on my external HDD if not it'll be on my desktop back in England.

+1 vote     mod: Knightwatch
AVittoz
AVittoz Jan 3 2012, 8:51am says:

Very simple but effective, well done!

+1 vote     article: [w]tech - Realistic Skin and Roadmap
AVittoz
AVittoz Dec 29 2011, 7:07am says:

good work! Although that blue is drawing the eye to his nether regions a little more than i'd like ;)

+2 votes     media: KRA Concept Work
AVittoz
AVittoz Dec 18 2011, 5:56pm replied:

such a shame that someone thinking they could get away with taking a short cut has actually created much more work for the rest of the team. Hope you guys can identify and remove the offending articals quickly so you can get on with making the awesome game we're all looking forward to.

Also, qudos for the honesty, I know this must be frustrating for the rest of the team that have genuinely put alot of effort and hard work into the project.

+3 votes     article: PR Pause and Art Information
AVittoz
AVittoz Dec 17 2011, 6:57am says:

At first I thought this game would be a cool 3d version of the old cannon fodder(which I love btw) but now it is so much more than that. Awesome work guys!

+4 votes     article: Recruits Video Log 4 - Tactical Movement
AVittoz
AVittoz Dec 15 2011, 8:01am says:

Personally I love the style of Sin City the most too. They use a focal colour to draw the focus from one shot to the next or to guide the emotions. So if you have a green button that needs to be pressed, it could be a bright an bold green to help guide the player by directing their attention which would be a very useful level design tool imho.

Also, different characters have different signiture colours like Quentin Tarentinos colour is a sickly yellow. It helps evoke a sense of repulsion towards the character. Very useful for distinguishing between different character types. So don't just stick to red but use all the colours with a sense of powerful distinct meaning but to keep the style consistant, keep it to one main colour per area or character.

It also uses high contrast lighting with a very low colour saturation. Notice the skin tones of the characters are subtle but are still there, the lighting is crucial in this regard. It's this bold contrast between low saturation and vivid colour that makes it such a powerfull style. Since the viewer has been starved of colour most of the time, when it does appear it has a much greater impact on the audience. So, it's important to think carfully about what colours to use, where and what their meaning is.

So when you're making these decisions ask yourself this question. What are u trying to communicate with the colour and which colour expresses it the best? This will help you use colour in an appropriate and meaningfull way.

Anyway sorry for the long post but I really like that you are thinking about the overall style in this way, not enough commercial games do, they just push for photorealism mostly. So I can't wait to see what style you go for and how it translates into the game.

+1 vote     article: More on the visual style
AVittoz
AVittoz Nov 25 2011, 1:07pm says:

I prefer the one on the right

+1 vote     media: 2 Final Inventorys
AVittoz
AVittoz Nov 25 2011, 1:04pm says:

This looks very cool!

All i'd say is the characters look very flat without any shading. Try using a different shader with some directional shading and a little bit of specular to bring out the depth. I don't use unity so I'm not sure how it works exactly but this should be easy to try out :)

+4 votes     article: Blackreef Pirates - Indoor scenes and shadows
AVittoz
AVittoz Nov 19 2011, 11:34am says:

Hahah Sick!

+2 votes     media: 7th Legion Commander Armor Set
AVittoz
AVittoz Nov 19 2011, 11:31am says:

nice work but I gotto say I prefer the wooden frame of the middle one the most but the layout of the final one is neat because of the symetry. A combo of those two would look best imho.

+2 votes     media: Inventory and Interface
AVittoz
AVittoz Nov 16 2011, 9:41am says:

Looks excellent! Are those the udk character models?..

+1 vote     media: Recruits Video Log 02
AVittoz
AVittoz Oct 29 2011, 6:25am says:

Awesome Tracking!

+3 votes     game: Manastorm: Lust for Guts
AVittoz
AVittoz Oct 24 2011, 4:00pm buried:

(buried)

Nice model! I think I recognise the leather texture, I use it in some of my work too. *cough Google Images *cough lol.

-10 votes     media: German pilot’s headgear
AVittoz
AVittoz Oct 17 2011, 6:00am replied:

Nope it isn't dead! I'm just very busy with other projects atm but I should have some more free time to finnish this off soon.

+1 vote     mod: Knightwatch
AVittoz
AVittoz Sep 4 2011, 8:00am says:

That's awesome!

+1 vote     media: BetterTech - WonderTool Collision Detection
AVittoz
AVittoz Aug 23 2011, 6:26am replied:

The Eye of Horus otherwise known as the all seeing eye is a reference to an anatomical structure in the centre of the brain composed of, among others, the Thalimus, Hippothalimus and the Pineal Gland which is also sometimes called the third eye. So we all already have the eye of Horus in the centre of our head but you could say that the curse fully activated his third eye, giving him these abilities.

Also, his eyes were said to be the sun and moon, with his right being the sun and the left being the moon. The reason the sun is brighter then the moon was supposedly because he injured his left eye in a battle with Seth after Seth, the god of chaos, murdered Horus' father.

I hope you find this info useful and I'm loving the progress so far. Keep up the good work!

+2 votes     article: RevelationsProgress: Salvation is Coming!!
AVittoz
AVittoz Aug 21 2011, 8:41am says:

In the traditional five elements or pentagram, there is no Ligtning element, instead it is usually refered to as Eather, Metal or Spirit and is black or silver in colour. Air is in fact Fire. Skin is Metal and when Metal meets Air/Fire the top layer Oxidises/Burns. This why the top layer of your skin is a different colour than the pink underneath and grazes sting because your skin is literally burning! So, I'd replace Air with the Wood element as you already have Fire.

Also, The Five Elements have a contructive and destructive cycle.

Contructive being the circle that goes round the outside; Wood creates Fire, Fire creates Earth, Earth creates Metal, Metal creates Water, Water creates Wood.

The destructive cycle is the five pointed star that crosses the circle; Metal chops Wood, Wood drains Earth, Earth muddies Water, Water extinguishes Fire, Fire melts Metal.

I have an image showing all this if you want it for reference. This is how the Five Elements works in real-life when it comes to occult magik but your game is a fantasy set in another world so the Five Elements could work differently as in Naruto. So anyway I hope this adds to your understanding of it, whatever you choose to go for.

Have you seen Coda?.. It's a UDK game that uses and elemental combat system too, might be worth checking out.

Oh, and Good Luck with the project, I really like the concept so far.

+1 vote     article: Your opinion is required
AVittoz
AVittoz Aug 18 2011, 7:06am says:

Best idea ever! This is how we should settle wars too :P

+1 vote     article: Hey, Bethesda! Let’s settle this!
AVittoz
AVittoz Jul 30 2011, 11:56am says:

Will this work on windows 7?

+1 vote     mod: Rikintosh's Advanced Graphics Settings Mod
AVittoz
AVittoz Jul 18 2011, 8:02am says:

Generally, I like the model and the final design choices but there are just a few things I noticed about the proportions that might help her look more natural/realistic.

The hands look too small, about a third to be precise. With straight fingers, the hands should cover the face, hair-line to chin. This doesn't seem to be a problem in the gamplay video you posted, where they look about the right size.

also it could just be the angle of her head but I think the nose and mouth are too low and the eyes are too high. Eyes should be central in the vertical plane.

Anyway I really like it and I look forward to seeing more from you guys

+1 vote     article: Building a character
AVittoz
AVittoz May 11 2011, 11:54am replied:

Just wait until we have the morph targets for facial expressions that I've been working on setup. He will blink and look a little less wired than he does now cause atm he has a glazed look on his face.

+2 votes     media: Test
AVittoz
AVittoz Apr 26 2011, 6:24am says:

nice idea! lol I can dig it!!

+1 vote     media: idea
AVittoz
AVittoz Apr 5 2011, 2:08pm says:

Hang em' High, Love it!!! Nice Work

Only thing i'd say is the character looks big relative to the environment.

+1 vote     game: UNSC Wars
AVittoz
AVittoz Mar 30 2011, 12:56am replied:

np, it looks like an intresting project. I wish you luck with it :D

+1 vote     member: AVittoz
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