Multi-dimensional designer and game developer.

Comment History  (30 - 60 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 Jul 8 2013, 6:28am says:

Looks awesome guys, love the character design!

+3 votes   game: Iron Soul
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 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 19 2011, 11:34am says:

Hahah Sick!

+2 votes   media: 7th Legion Commander Armor Set
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 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 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 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 Mar 30 2011, 12:56am replied:

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

+1 vote   member: AVittoz
AVittoz
AVittoz Feb 20 2011, 8:15am says:

lol, I love the conversation you guys are having!

+1 vote   media: KarBOOM 0.2.2 Online
AVittoz
AVittoz Jan 22 2009, 1:09pm replied:

Thankyou. yes,it is still a WIP model and is the first one that was made for testing purposes. There will be many hats available to buy in the finished game. The final models will be more accurate.

+1 vote   media: Character model WIP
AVittoz
AVittoz Dec 14 2008, 1:26pm replied:

hey glenny:) yeah sort of, think more along the lines of a murder mystery. there will be some secret agents in the game that you meet as you uncover more and more and progress by doing missions for them or catching them. depending on the situation ofcourse.
also the team aims to create scenarios in which the player has to make dicisions that will have consequences later in the game. secret agents will provide many of these opportunities.
The main character is not a secret agent, he's the classic film noir anti hero detective struggling to make sense of the world.

+1 vote   mod: Knightwatch
AVittoz
AVittoz Feb 2 2011, 4:06am says:

LOL! Its soo twisted! I love it! Not much gameplay but I guess there wasn't meant to be, Nice work

+1 vote   game: Happy Path
AVittoz
AVittoz Jan 15 2011, 1:19pm replied:

Will Probably increase the number of peds walking about, to help give the feel of a buzzing metropolis.

+1 vote   mod: Knightwatch
AVittoz
AVittoz Jan 11 2011, 4:16pm replied:

My peds are about 2,500 polys and texture res is 512. This isn't the limit though, you could easily have many more polys and a 1024 texture. Modern systems can handle it no problem. There is a limit for texture sizes in gta for some objects though.

+1 vote   mod: Knightwatch
AVittoz
AVittoz Jan 11 2011, 8:43am says:

everyone here will basically be testers ;) lol

When the map is finnished I will release that without missions, just a sandbox environment to explore. I will add missions later :D

+1 vote   mod: Knightwatch
AVittoz
AVittoz Jan 11 2011, 8:40am replied:

I reloaded banners and stuff for Desura and a few other things! No mayjor update or anything but things will be progressing again very soon. I made a couple of mini breakthroughs recently!

+1 vote   mod: Knightwatch
AVittoz
AVittoz Jan 9 2011, 8:24am replied:

Awesome! I sent you a PM =D

+1 vote   mod: Knightwatch
AVittoz
AVittoz Jan 7 2011, 3:13pm says:

Awsome! Tracking! I had a similar idea to this but decided it would be too much to pull off :(

Glad to see you guys are going for it and your progress looks great too!Very promising! XD

+2 votes   mod: Revelation: The Chronicles of Jericho Fox
AVittoz
AVittoz Jan 6 2011, 9:01am replied:

You can with GoZ, you can change topology, uv's ect in another 3d package and bring it back into Zbrush and it will ask if you want to project the high res details on to your altered mesh.

Or you could use UV Master plugin to create human readable UV's from within Z-Brush :P

+1 vote   article: Primal Carnage - Tutorial - Stegosaurus
AVittoz
AVittoz Jan 6 2011, 8:35am says:

These sites are great already! I agree with awsome ninja on the veiw&clear/clear all option(or maybe just clear updates automatically once you viewed it)but its not a big deal really

Thank you for all the work you have done!

I'm looking forward to reading more from you :D

+2 votes   article: 2011 musings
AVittoz
AVittoz Jan 4 2011, 9:32am replied:

yeah thats the main character

+1 vote   media: Character model WIP
AVittoz
AVittoz Jan 4 2011, 9:25am replied:

you can get your hands on the alpha builds if you pre order Overgrowth ;)

+8 votes   engine: Phoenix Engine
AVittoz
AVittoz Dec 23 2010, 2:18am says:

Very impressive! Nice work

+1 vote   article: [w]tech - voxel based terrain layers via Deferred Rendering
AVittoz
AVittoz Dec 15 2010, 12:24pm says:

if you don't know anything about what you are commenting aboout, don't comment. Oh wait, you don't even know, that you don't know anything!

It looks "plain" cause GTA:sa doesn't use normal maps, hence no perpixel lighting which is what makes halo and other games look so detailed (not plain). With the scale of SA theres no way it could utilise normal maps, not on the Xbox/PS2 at that time, at least (I know other games did like halo1 for example but they wern't rendering massive open environments).

I am a Halo fan and I make mods in SA. So I know what the limits are and I can honestly say, that this..... is AWESOME!

0 votes   media: Lordniti Peds
AVittoz
AVittoz Oct 11 2010, 2:46pm replied:

I made this way before fisful of frags even started development! Also the environment is destructable and that is a big part of the game play. Fistful of frags is an awsome mod but as far as im aware doesn't have a destructable environment like this. When it was first developed, this was a completely original idea but since then a few games have been released that have very similar core ideas.

+1 vote   mod: Smith In Western
AVittoz
AVittoz Jul 7 2010, 7:58am replied:

Thanks for the comment alpha! I will continue KW i have some other projects i need to get out the way first but I promise i won't leave it too long.

+1 vote   mod: Knightwatch
AVittoz
AVittoz Jun 6 2010, 10:00am replied:

We knew exactly what we we're letting ourselves in for. there was a time when progress was going great but we had many team issuses, I won't mention names but there were alot of problems. They're doing their own thing now and thats fine and I wish them the best of luck with their work. We spent nearly 4 years on this project and is a shame it ended this way. Most of the content I made from scratch myself(dinos, characters and map, some of the VC), if the team had stuck together it would of been finnished by now, but there is only so much me and chris can do on our own especially after all the **** that went on. We are passionate JP fans and Noone has put as much into this project as Chris and I, the outcome may not be desireable and we're of course dissapointed. I don't consider this a hobby! It is my career and I earn good money for it now(this project was for my port folio)and we I have plenty of ideas, you will see in time(our new project is a fresh IP). I may import the assets to UDK somtime if I have some free time, it'll be alot easier to get the dino working in it and it will look just as good but im not promising anything. We have learnt alot and won't make the same mistakes again. Our new project is comming on really well and I look forward to the release, until then you won't hear much from us;)

+1 vote   mod: JP Mod
AVittoz
AVittoz Mar 7 2010, 7:46am replied:

really!! I never saw that. I still need help to finnish this project properly

+1 vote   mod: Knightwatch
AVittoz
AVittoz Feb 27 2010, 8:11am replied:

This is my final year uni project and because i've graduated progress has stopped. I may continue working on this project and release it in some form at some point in the near future. I will at least release the guns weapons and cars which you can add into GTA:SA.

+1 vote   mod: Knightwatch
AVittoz
AVittoz Feb 27 2010, 8:02am replied:

No

+1 vote   mod: Knightwatch
AVittoz
AVittoz Feb 27 2010, 8:01am replied:

lol, I might release some of the content for use in GTA.

+1 vote   media: Character model WIP
AVittoz
AVittoz Feb 19 2010, 1:48pm replied:

Extract to Crysis/Game/...

0 votes   download: JP:Demo
AVittoz
AVittoz Feb 16 2010, 5:01pm says:

Check out the downloads section;)

+1 vote   mod: JP Mod
AVittoz
AVittoz Jan 25 2010, 9:34am says:

I'd like to see you get a dinosaur working in Crysis! They're modelled but animating and scripting them is no easy feat. They are on their way tough, I assure you.

+1 vote   media: It is coming very soon.
AVittoz
AVittoz Jan 23 2010, 10:01am replied:

there are patches of grass up there. You can't really see from that angle. The vegetation is only temporary neway.

+1 vote   media: Teaser :)
AVittoz
AVittoz Jan 22 2010, 7:13pm replied:

Me Too!!

+3 votes   mod: JP Mod
AVittoz
AVittoz Jan 18 2010, 2:02pm replied:

I'll post some up tommorrow:)

+1 vote   mod: JP Mod
AVittoz
AVittoz Jan 11 2010, 6:08pm replied:

just a skinning issue, it's been fixed now.

+1 vote   mod: JP Mod
AVittoz
AVittoz Jan 10 2010, 2:41am replied:

I will be as soon as I have the rest of my work wrapped up, which will be soon:)

+1 vote   mod: JP Mod
AVittoz
AVittoz May 26 2009, 5:43pm replied:

Here's the map editor download Gtagarage.com

The wiki documentation for mapping with MED.
Gtamodding.com

Hope this helps.
In the future PM me if u have modding questions instead of posting here.
Thx:)

+1 vote   mod: Knightwatch
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 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 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
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