Freelance Characterartist for national and international games or film productions.
it didn't die but it changed a lot, we canned almost everything, its not a mod anymore and not done on unreal anymore - once we have something to show (and this time not until we have something solid, which means playable). The Artstyle changed drasticly for us to be able to finish it in a reasonable amount of time besides work.
well beeing able to work on it full time might change a hell lot, be apperently we have to eat and live and stuff so we have to work and can't do airborn fulltime :(
sorry super late reply :D
you have to change your texture from wrap mode to clamp mode, what you see it the righter most pixel that wraps onto the most outer left pixel, to get rig of that you either need to clamp or mirror the wrapping in the textures settings
US on its way :)
yeah we hope so too xD
I already answered you this question :)
not the name of the president
who told you it was bad?
thank you :)
ok now to your questions
>I could see from the video that you were adding quite a lot of geometry within Zbrush, especially on the face.
I'm not one of those guys who stay on one level and work on that as far as possible, as you may have noticed i'm switching back and forth between levels.
>What is your workflow to get the uvs onto the models? Do you export out a low res of your sculpt and build from there?
well before i switched for retopo to 3dcoat i used zbrushs internal tools to create the lowpoly model, now i export the highresmesh to 3dcoat and retopologize there, then export the lowpoly to max and unwrap. I'm not sure I might have captured parts of the retopo and unwrap workflows as well. Have to search for the files, maybe i can cut something together
>When you were drawing the indentions of the jacket, by the zip and around the lower shoulders
lazymouse! go into the stroke tab and activate it :)
while i do have a small cintiq (the 12" one) i'm using it pretty much like a intuos as its pretty small :S
yep cou can pretty much do the same stuff in mudbox. it may lack some features zBrush has but in return you get a real perspective, which is worth a lot
yes Airboner - thats right :P
thank you, but seriously this will take a LOT of time :)
the problem is, i don't have any stuff from the paraworld production anymore, i'm no coder/scripter and have no clue about what you need, and even if i had tools to support you with new models i wouldn't be allowed to use the internal devtools for your mod :S
Also i have enough work to do on Aiborn ;)
so we should change that one image thats here deep inside the gallery and not noticable with one click? dunno if thats really necessary ;)
i would be lying if i'd say, thats not an option :)
depends on what you mean by far ;)
its not a game - yet
just read a few posts before yours ;)
we are bound to the productions cycles of the companies we work in, currently a lot of the team is crunching because of e3
we did a lot of basic stuff, gdd writing, stroy writing etc, nothing anyone will see publicly any time soon.
Having no graphical updates, as its what you can see here only, doesn't mean the project it self is dead it just means that we don't do much ingame work lately as more important things have to be done.
guys you are crazy :D
ich werds mal dem rest der SEK Leute mit denen ich noch in Kontakt bin schicken :)
Schöne Sache Jungs!
the project started way before udk was out on UT3 which in fact was possible to mod on PS3 but we never made it that far... But it still is more of a console game than anything else
do the maintools really matter at all?
you can do the exact same things in max, maya, xsi etc.
the initial landscape was done in maya only as out artist was on maya back then, now that he's at crytek and got used to max we ported everything over, so i'd say right now the main tool is max, zbrush for sculpting and photoshop for texturing.
it was planned for consoles and still is apperently its just easier to develop for pc ;)
not possible, sorry :/
we are doing a lot of stuff that cannot be represented in images, building up the GDD, working on the plot, creating a styleguide, codewise we changed a lot and fixed a lot of bugs but in the end you as the player might not even notice the changes we did, its a bit of a shame but definitely needed, instead of pumping out stuff and hope it turns out well we work more on the very concept base, this means no updates from our side as long as we don't think its good enough :)
yep i do :)
into the ut3 root, the readme isnt confusing, just do whats written there ;)
indeed it is all realtime
its just painted in :)
i hope so :D
compared to productions times its okayish, not superfast but also not really slow, i had to work on him on the weekends mostly and 1-2 hrs for a few days after work, in the end its something around 20-30hrs or so, which is ok as you have to consider, that the workflow is pretty much set, i save a lot of time in texturing due to the sculpting work and i didn't create any new hands and just recicled old ones. The texturestyle itself is also very simple compared to some productions i worked for and i didn't model anything from scratch but his hat, so there are quite some time savers.
so you think we didn't think of that? ;)
he doesn't only drive with propeller, the propellers are more of a support system and only shoot in once he left the ramp and is airborne :)
as it is on the flightdeck, the plane is in park mode, the wheels won't be out when in flight either.
yeah time flies when you've got a lot of stuff to do :X
look, if we get the chance to produce it, for real - then of course we will take it
i highly doubt, a project of this size is doable on a freetime base in any reasonable time
congrats to all the competitors, you did an awesome job and congrats to all the winners, it's a pleasure to see what can be done on a indi base!
oh he will fight them, but with his abilities, he will have his "gun" look in the concepts section, and his pogo is definitely going to be a weapon too, there will be action, kicking tokachu right now is just useless funny action to have at least a little action in it ;)
"F:\games\SteamApps\common\unreal tournament 3\Binaries\UT3.exe" menu?game=Airborn.Airborn -windowed -resx=1280 -resy=720 -ConsolePosX=0 -ConsolePosY=0 -useunpublished -nohomedir -mod=..\Airborn
if it doesn't work try removing the "
Where is your airborn folder located? Put it into your UT installation root. And is your ut updated to the latest version 2.1?
Like you hate everything you kill when you shoot at them, like in most of your mods? :)
Right now he just kicks a ratlike animal, nothing compared to shooting a guy, funny that so many think this is wrong while no one would have said a word when pino would shoot at the soldiers :)
Gonna test this out, good luck with the contest!
the steamboy-ish one wheel is my favorite so far, very cool
thats a thing the future will tell, right now, the flight is very conceptional and far from playable
this guy just posted before you :P
back then they have been dynamic, we tested a lot and in t he end we decided to go with hatches that are drawn in the textures as we can controll them better
i always just searched for terms like "realtime toonshading paper" "realtime hatching paper" etc there are dozens of free pdfs out there
NPR Symposium is a nice adress to find out more stuff
na dann sag ich mal hallo :)
cool, dass ihr immernoch weiter macht!
sound like a really cool idea, good luck to you folks :)
well i'm totally stupid with math, wish i had learned more back in schooltime xD
So the only thing i could do with the formula that valve has give, is to break it up into smaller chunks and reverse build it up to get the look i was aiming at. For Airborn we changed a lot on the shading but it was good to learn how the math behind TF2 works.