A professional 3D artist in Atlantic Canada.

Comment History  (0 - 30 of 202)
Cryrid Mar 12 2013, 10:23pm says:

An alternative: Zbrushcentral.com

+1 vote   tutorial: Creating HD Eyelashes for Characters
Cryrid Nov 19 2012, 10:48pm says:

Another Canadian 3D Artist named Michael Taylor.... we should start a club with Michaeltaylor3d.com : P

+1 vote   member: TaylorAnim
Cryrid Oct 9 2012, 5:09pm replied:

If you start collapsing some of the existing edges into a series of progressively larger triangles, you can end a lot of the loops early without having to carry the edges all the way around the model. The end result would be only adding a handful of extra triangles to the count, which wont make a difference with the performance.

Aside from SSAO or vertex lighting, it has an advantage of better quality normal and lightmaps through padding (also crank the padding value up high, and make sure the normal map is using the correct normal map compression settings in UDK)

+3 votes   media: med_oven
Cryrid Sep 22 2012, 11:35pm says:

I think if you're going to use a few 2048 textures, then you can easily afford to add more polygons. The helmet and hands would immediately benefit from them.

+2 votes   media: Crusader
Cryrid Aug 17 2012, 1:25pm replied:

I forgot to add, its now called Autodesk 123d

+2 votes   member: Cryrid
Cryrid Aug 17 2012, 1:24pm replied:

Hey man. I was actually hoping to do some more tests this weekend now that I have a better and faster camera. I just need to wait to get my internet back up and running (I just moved for a job).

I suspect between it and zbrush 4r4, it's going to work out pretty decently. It's going to require photos though; I think only a robot would be able to crank out the quality and quantity of images it needs ( 30-60, just going around a head for example. And that doesn't even count getting the top and bottom pics of the same angles). I hope to have a new post up by the end of the week

+2 votes   member: Cryrid
Cryrid Jul 30 2012, 7:32pm replied:

...anyone who is trained in standard gun safety :P

+1 vote   media: Two thingies I did on Zbrush 4r3
Cryrid Apr 13 2012, 9:03pm replied:

Softimage / Modtool would have a built-in feature to reduce the polygon count while trying to preserve the shape and as many existing loops as it can. I imagine other programs might have similar functionality.

+2 votes   group: 3D Artists Group
Cryrid Dec 15 2011, 7:53pm replied:

What tutorial are you following? The Highpoly shouldn't require UVs

+2 votes   group: 3D Artists Group
Cryrid Nov 10 2011, 2:20pm replied:

Sure. Just select the color of blue you want in the color palette, and under Preferences: Icolor, left click on the white buttons to turn them into that blue.

+1 vote   download: ZBrush 4 Custom UI
Cryrid Nov 10 2011, 2:20pm replied:

This should work for R2 as well, though I do have newer UI's that I've moved on to. I'll probably upload them as well.

+1 vote   download: ZBrush 4 Custom UI
Cryrid Nov 2 2011, 9:50pm says:

I'm loving that green material on them combined with that smooth style.

+2 votes   media: Tokage Lizards
Cryrid Oct 31 2011, 2:44pm replied:

Well... nothing a quick visit to your local optometrist / dentist can't fix :P

+2 votes   media: Bust Oct 30th
Cryrid Oct 16 2011, 2:23pm replied:

They're not being flamed by trolls so much as by people who were upset because they gave them money expecting them to continue on with the project, only to be responded too poorly by a man who turned into a drunk clown.

Personally I didn't buy this yet (and at this rate probably wont : /), so I have no grudge towards the project halting. But I can certainly see why people would be upset. When you sell something, you have to be able to deal with your customers or clients when a problem occurs. If you mess up, they're naturally going to be angry. In this case it's hard to comprehend how a group could put their livelihood on just 1-2 laptops when some people keep more copies of their porn. Responding like that is not what sane people do in that situation. The smart ones man up, act humble and repeatedly apologize instead of melting down so publicly. I hope the game can continue because I love zombies, but it would be the best to get a new public face first.

+2 votes   game: Project Zomboid
Cryrid Oct 15 2011, 11:56pm replied:

I don't know, one of the developers is acting like a complete *** on Twitter and giving the impression that it is game over for them. The way it is being handled is starting to rival the train wreck that is apparently their project backup non-skills. : /

+7 votes   game: Project Zomboid
Cryrid Oct 11 2011, 11:14am replied:

Nothings going on at the moment. I was thinking of doing something Halloweenish.

+2 votes   member: Cryrid
Cryrid Oct 7 2011, 4:22pm says:

For the lazy, a handy action for combining can be downloaded here: Rodgreen.com

+1 vote   tutorial: Photoshop: Combining normal maps
Cryrid Sep 10 2011, 2:10pm says:

My views are torn depending if we're talking about a series/story being used (like someone making a mod based on a comic/movie), or if you mean they are using someone's assets from another game/mod in their own project without the artist's permission.

+2 votes   poll: Mods using others' intellectual property (without permission)
Cryrid Aug 26 2011, 7:47pm replied:

In it's defense, V6 was the one that had most of the features gutted out of XSI while 7.5 was generous enough to restore many of them for free (like Mental Ray), while also increasing the previous limits imposed such as the texture baking resolution. I'd consider it greatly superior, with the only flaw being that Valve's biped-from-guide is a bit borked. I don't think that affects other rigs, smd exports (like props), or using it to work with other engines such as UDK, CryEngine 3, and Unity. Well worth the upgrade.

+1 vote   download: XSI Mod Tool 6.01
Cryrid Aug 26 2011, 7:33pm replied:

This particular image was a screenshot of the ztool, which has millions of polygons and vertex color instead of UVs. It can all be baked down though to something game-suitable, like this: Cryrid.com

+1 vote   media: Dwarf Ztool
Cryrid Aug 6 2011, 12:45pm replied:

People selling ingame items in Diablo? Unheard of! /s

+3 votes   news: Diablo 3 not supporting mods
Cryrid Aug 2 2011, 2:04pm replied:

There's probably no real need for an over haul. As time goes on we'll be able to use more polygons +displacement maps, and shaders are the bigger focus now anyway. I don't think it would be too long before we can get the geometry we need to make things rounder. It may not have 'every grain of dirt', but what good is all that extra geometry if the lighting, shading, and animation are inferior.

+3 votes   news: Unlimited Graphics in Games
Cryrid Jun 17 2011, 8:37pm says:

The gun is nice, but I'm really not liking the surface to be honest. Technically it looks like you just took an photo image of some pattern and ran it through a normalmap converter even though it wasn't made for it. Artistically it doesn't look like anything that would belong on a gun (it's too uniform in its direction, and I can't even tell if its supposed to be scratches, mud, rust, etc). I think the gun would look much nicer without that effect.

+1 vote   media: MP5
Cryrid May 29 2011, 9:01pm says:

Some documentation + an update:

+1 vote   media: Dwarf Base
Cryrid May 28 2011, 2:41pm replied:

I think there is a 'Wrapit' plugin for Max 2009, but I'm not sure if it's free or if there are any built-in alternatives. I'm not overly familiar with Max's set of tools.

+2 votes   member: Cryrid
Cryrid May 27 2011, 2:43pm replied:

Find a good 3/4 view from the anime/manga, and just eyeball it. It doesn't have to perfectly match both views (and it usually never will), it really just has to feel right.

Depending on your devotion, you might consider acquiring a Luffy statue/figure (or finding several screenshots of one) to be able to get a good idea how another artist approached it. If you're going to have the hair pure black, it might be easy enough to just model the bangs as you see them.

+2 votes   media: Luffy head with improved textures
Cryrid May 27 2011, 2:37pm replied:

Since you're just at the starting/learning stage, it isn't going to matter what you start with. The core concepts and workflows exist regardless of the program. Generally once you understand what makes a good model/animation/etc, it will be easier to switch programs as you're just relearning the shortcuts and interface.

To be honest, I tend to see more people recommend Blender solely because it is free, not easy. If you're a student, Autodesk has free educational versions of their products available.

+3 votes   group: 3D Artists Group
Cryrid May 27 2011, 11:39am says:

Lol, I recognized who it was just from the thumbnail. Good job on the resemblance.

+2 votes   media: Luffy head with improved textures
Cryrid May 26 2011, 9:35pm replied:

You basically draw a new, lower poly mesh over top of the highpoly sculpt. By using shrinkwrap deformers, snap-to-surface, and other tools, it becomes a really fast process.
Youtu.be for example

Sometimes a basemesh that is best for sculpting (or the lowest subdivision level of a sculpt) isn't the best choice for a game, as the mesh was built with subdivision sculpting in mind instead of animation deformation.

+1 vote   media: Creature
Cryrid May 25 2011, 6:54pm says:

No reference is ALWAYS a disadvantage :P

+2 votes   media: 3d Chest Bust
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