3d artist and animator. You want cool thing? I make you cool thing.

Comment History  (0 - 30 of 141)
grinnock Apr 26 2010, 2:23pm replied:


+2 votes   media: 590
grinnock Apr 21 2010, 2:30pm says:

Awesome to see more progress!

+1 vote   article: Environmental modeling completed!
grinnock Apr 19 2010, 11:04pm replied:

None of this wankery. Anyone can extrapolate a tri-count if they really care.

Gorgeous work.

+1 vote   media: EX41
grinnock Apr 9 2010, 9:56am says:

Yay new concept art! That's really awesome looking.

+1 vote   media: EHSC Stage Final
grinnock Apr 6 2010, 2:13pm replied:

Unless you're trying to integrate new art assets, in which case Source is backwards and obstinate.

+8 votes   poll: The engine I (am/would) develop my games on is
grinnock Apr 5 2010, 7:18pm says:

The feet or too small, and duck wings don't really attach to the rest of the body like that.

+1 vote   media: Oliver The Duck! W.I.P
grinnock Apr 5 2010, 7:18pm replied:

Shame you're wrong, then. It shines in the animation department, but as a modeling tool it's really no better than max/blender/etc.

0 votes   group: Maya
grinnock Apr 5 2010, 12:15pm says:

zomg broken! Patch angler spam!

I kid. That's a pretty good, the only major weakness is that the texture is pretty boring. Nice sculpt though.

+1 vote   media: Anlger
grinnock Apr 2 2010, 10:05am says:

Not a garage. That's a storefront. You're right though, not knowing that it looks really out of scale. I need to add a shop sign of some kind to attend to that.

The scale shouldn't be hard to fix. I built this thing to be modular. Hmmm... Might have to extend it out more. Maybe another floor or two.

+2 votes   media: Building Textured WIP
grinnock Apr 1 2010, 3:27pm replied:

I'm planning on replacing a lot of those windows with more detailed cracked/stained glass, so I haven't touched the spec on them yet. I'm holding off any more work on it till I've done a few grime passes. The shader I'm using for screens is limited to SI, so you're not getting the effect a production render is going to show.

+2 votes   media: Building Textured WIP
grinnock Apr 1 2010, 11:54am replied:


+1 vote   media: Building Textured WIP
grinnock Apr 1 2010, 11:40am says:

Fixed it. Print screen screw-up. I've got a heap of textures I've collected over the years, I don't know the origin of that particular texture. Probably Cgtextures.com

+1 vote   media: Building Textured WIP
grinnock Mar 31 2010, 11:29am replied:

Teamwork! Yeah!

+2 votes   media: Walls
grinnock Mar 31 2010, 9:42am replied:

May I suggest a real-time shader like Xoliul's viewport shader?


It's far better than the standard dx shader. It should allow you to more quickly set up and view your maps.

+2 votes   media: Walls
grinnock Mar 30 2010, 9:39pm replied:

Ah, I see then! You really do want to make one for showing off in your portfolio or whatever. It comes off as really flat right now. Heck, you might as well make a basic normal map as well, bring it to a current gen level of polish.

+2 votes   media: Walls
grinnock Mar 30 2010, 7:44pm says:

Needs specular map.

+2 votes   media: Walls
grinnock Mar 30 2010, 4:21pm replied:

From what I can see you really just need shadows, brighter lights, and some specularity.

+1 vote   media: WIP Glock 19 High Poly
grinnock Mar 30 2010, 1:49pm replied:

Google: "3ds max modeling tutorials." There are heaps out there, covering almost anything you'd want to model. You just have to look them up.

+1 vote   media: Browning M1919A4 w\ Tripod
grinnock Mar 30 2010, 11:16am replied:

If it's done it's done, I just think it needs a little more detailing to make the asset really look good. It's still an excellent piece.

+2 votes   media: Pillar Prop for Aug
grinnock Mar 29 2010, 5:21pm replied:

It's not a bad piece of software.

Awesome detailing on this man! I'm very impressed!

+1 vote   media: WIP Glock 19 High Poly
grinnock Mar 29 2010, 12:36pm says:

I heart clunky scifi shooters.

+2 votes   media: Sonic Disruptor
grinnock Mar 29 2010, 12:36pm says:

Solid machinegun! I dig it. I want to see the other side with the handle!

Just a few critiques: You're missing the support strut on the back of the gun, bracing it against the tripod. Also, your lighting scheme needs more rays, that should clear up your artifacting. Doesn't really matter for the game, but if you want to show it off as a portfolio piece it'd look much better.

Basically awesome nonetheless!

+2 votes   media: Browning M1919A4 w\ Tripod
grinnock Mar 28 2010, 6:39pm replied:

Sounds like you answered your own question. Blender is good.

+2 votes   group: VITRIOL 3D
grinnock Mar 28 2010, 5:46pm says:

Nice model, but the texture needs more work. You've got the basic marble, which is alright, maybe a little too rough for so fine a column, but you might add some weathering as well, spattered mud/dust or moss or something. Make it look less pristine.

+2 votes   media: Pillar Prop for Aug
grinnock Mar 26 2010, 7:06pm replied:

How can I NOT?

+2 votes   media: Building WIP 1
grinnock Mar 25 2010, 7:15pm replied:

Those are unwrapping techniques. Not sure the naming convention on your modeling tool of choice, but it's stuff you need to know to get better.

+1 vote   media: Pistol
grinnock Mar 25 2010, 12:12pm says:

Not bad for a first try. You really need to separate the sections of your uv unwrap so you don't get stretched sides. That would fix all the non-side views.

More importantly, you need to bevel! Round those edges!

+1 vote   media: Pistol
grinnock Mar 23 2010, 10:36pm replied:

I completely understand! That can be as much a difficult step as anything else.

+3 votes   media: Mac-10
grinnock Mar 23 2010, 7:21pm replied:

Except when they're cylinders.

+7 votes   article: Creating an EAW/FOC collision mesh
grinnock Mar 23 2010, 6:51pm says:

Looks solid enough. I'd love to see a wireframe!

+4 votes   media: Mac-10
grinnock Mar 18 2010, 8:11pm says:

That's well on it's way! Those doors on the side really make it a lot more interesting shape. It's coming along. If you still want to add more detail I'd put some panels or something there in the interior section, make it pop a little more from the main hull!

+1 vote   media: SPF-G Gunship (another update, possibly final)
grinnock Mar 8 2010, 10:10pm says:

Nice. Did you model the ejection port on the other side?

+1 vote   media: Colt 1911 WIP
grinnock Mar 8 2010, 11:58am replied:

No applause please, just throw money.

+1 vote   media: UNSC Ships
grinnock Mar 5 2010, 8:32am replied:

They ask because it's important to know if you're going to put it in a game engine. They ask because making a model look good with a smaller number of polys takes skill. They ask because large numbers are inherently exciting.

+2 votes   media: UNSC Ships
grinnock Mar 4 2010, 12:02pm says:

I can't really tell what this is, so I shall mock it. MOCK MOCK MOCK.

+1 vote   media: Ghost with eyes
grinnock Mar 3 2010, 3:54pm says:

Looks like the normals on the nose needs some smoothing. Actually there are a couple of spots like that. Nice unwrap though, the texture looks great.

+1 vote   media: The Arbiter - Main Character WIP
grinnock Mar 2 2010, 3:01pm says:

You could take out most of the chest and neck detail for the low-poly if you're going to sculpt it. It's not really adding to the profile.

+1 vote   media: 1187 mercenary - remake wip (non-sculpt)
grinnock Jan 30 2010, 10:12pm replied:

It's a little better, still having trouble telling everything apart. Interesting choice to model! It'd be cool if you made the folded up version as well.

+1 vote   media: Modified ARES Folding Smg
grinnock Jan 30 2010, 1:49pm replied:

Dark render, I'd like to see it lightened up!

+1 vote   media: Modified ARES Folding Smg
grinnock Jan 30 2010, 1:49pm replied:

At least AR is still mostly DIY goofy tooling around in the world today. As awesome as the idea is I don't think I could stand that much visual clutter.

+1 vote   article: AR
grinnock Jan 27 2010, 5:02pm replied:

You're making a mistake then. You need to at least scuff it up. These things are picked up by either a mechanical arm or a man in a boiler suit, neither of whom treat it tenderly. I don't want more magical pristine objects, it's simply not realistic.

+2 votes   media: Recycaling Bin - from street objects Content pack
grinnock Jan 22 2010, 10:28pm says:

Textured train is teh sex.

+1 vote   media: Train Low-Poly Textured
grinnock Dec 21 2009, 11:21pm says:

Gorgeous photoreal model. It'll be a shame to lose all the detail in the low-poly.

+1 vote   media: Train (High Poly)
grinnock Dec 20 2009, 8:28pm replied:

Or even better, post the tri count.

+1 vote   media: Blender Uzi Final Render!
grinnock Dec 17 2009, 3:21pm says:

Fun concepts, good sense of 3d space.

+1 vote   article: Concept Art Update
grinnock Dec 9 2009, 12:28am says:

That'll look good when it's done, good stuff.

+1 vote   media: Ninja Robot WIP
grinnock Dec 7 2009, 5:13pm says:

Do we really need 6 views of this? It's a nice model, but I'd keep the extra views to your personal profile.

+1 vote   media: AXE deodorant
grinnock Nov 30 2009, 6:46pm says:

This is a good start, if you can get your texture to the level of the revolver it will be close to perfect. The parts of the stock that are supposed to be brass(?) are pretty jagged next to the wood, fix that and it will be excellent.

+1 vote   media: Lever action rifle
grinnock Nov 30 2009, 6:44pm says:

That's a solid revolver. Good work! Is it penetrating the ground there at the handle? I assume not, but the way you've set up the render it leaves the question open.

+1 vote   media: Peacemaker
grinnock Nov 30 2009, 5:03pm says:

I can see what you did with the windows now. Looks good! The green at the base and and above the trim, I'm not sure what it's supposed to be. It looks like pond scum. Maybe too saturated?

+1 vote   media: Fish Market & Hostel
grinnock Nov 30 2009, 8:18am says:

Nice piece, I suggest blowing out some of the windows. Don't know how you're running with texture space, but it'd break up the space a little more.

+1 vote   media: Lil Somtin Somtin
grinnock Nov 25 2009, 12:45pm says:

Shiny. You should upload some wireframes of your models too!

+1 vote   media: Fire axe
grinnock Nov 24 2009, 8:36pm says:

Baby needs a normal map! And your textures don't match going from one side to the next. The weathering is horizontal on one side and vertical on the next.

+1 vote   media: Shed
grinnock Nov 17 2009, 3:50am says:

A classic pistol model. Looks good!

+2 votes   media: USP Work In Progress
grinnock Nov 16 2009, 2:07pm replied:

Thanks a lot!

+3 votes   member: grinnock
grinnock Nov 11 2009, 2:48pm says:

It's a great start. You've got some funky normals there on the grip.

+1 vote   media: Glock
grinnock Nov 11 2009, 10:27am says:

This is really just a framing comment. All your screenshots feel pretty square. If you changed up the angle and height of the shot, perhaps taking it from a corner, you'd have some much more dynamic shots to interest people. Don't get me wrong, I like what I see, I'm curious about the environment these are set in, but you could take it to the next level pretty easily.

+1 vote   article: New Screenshots for "The Mutant Factor"/Feedback Requested
grinnock Nov 10 2009, 5:45pm says:

Nice model, really well-textured. Kind of hard to tell the detail with a black background though. One suggestion, you got some spots where the grime looks like it's caked on an area that would otherwise rub on another, like the clip. Add some smudging or clean sections to show where the moving parts are and it would be even better.

+1 vote   media: beretta m92fs textured
grinnock Nov 10 2009, 11:26am says:

Cool syringe, and it looks pretty low-poly. Nice.

+1 vote   media: 3D Syringe
grinnock Nov 4 2009, 12:06pm says:

I need smoothing groups!

+1 vote   media: Body WIP
grinnock Oct 29 2009, 6:50pm says:

Nasty tearing you're got going there on the clip. Looks like you have too many polys close together.

+1 vote   media: Ballpen | Blender [2. model]
grinnock Oct 26 2009, 10:30am replied:

I'd as soon not waste an extra click having to go to the separate media pages. You're fouling up my ergonomics! I do like that you've divided mod groups from interest groups, that could allow for a lot of more focused features down the line.

+2 votes   article: Group / Developers & Publishers Split
grinnock Oct 21 2009, 4:21pm says:

Is this based on a real model of grenade? It looks a little cartoony, which is great if that's what you're going for, otherwise I'd suggest building a grenade based on a modern military model, that way you can pull some visual references and get something that looks close to real.

+1 vote   media: HE
grinnock Oct 19 2009, 3:19pm says:

I was going to complain about how square the rear looked, but when I looked up a reference it turned out the thing really does have a flat butt. Nice model!

+1 vote   media: Leopard2A4 for Turkish Union Mod
grinnock Oct 19 2009, 2:02pm says:

Lovely. Modeled with what?

+1 vote   media: Gundam model
grinnock Oct 12 2009, 3:42pm says:

That's a really intense blue on the deck, is that what it look like in reality? I'd change it to gunmetal like the towers, but other than that it looks good enough.

+1 vote   media: Evarts Class Destroyer
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