Freelance Characterartist for national and international games or film productions.

Comment History  (30 - 60 of 373)
polyphobia
polyphobia Feb 27 2011, 1:52pm replied:

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.

+3 votes     mod: Airborn
polyphobia
polyphobia Jul 15 2010, 8:21am replied:

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 :(

+1 vote     article: Release some news you damn people!!!
polyphobia
polyphobia Jul 13 2010, 8:20am replied:

done

+4 votes     media: cloud up - cloud down
polyphobia
polyphobia Jul 9 2010, 3:15am replied:

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

+1 vote     article: TF2 Shading in UT3
polyphobia
polyphobia Jul 4 2010, 4:10pm replied:

US on its way :)

+1 vote     media: wubbo
polyphobia
polyphobia Jul 2 2010, 3:05am says:

yeah we hope so too xD

+1 vote     media: wubbo
polyphobia
polyphobia Jul 2 2010, 12:51am replied:

I already answered you this question :)

+1 vote     media: wubbo
polyphobia
polyphobia Jul 2 2010, 12:49am replied:

not the name of the president

+1 vote     media: wubbo
polyphobia
polyphobia Jun 25 2010, 10:48am replied:

who told you it was bad?

+2 votes     media: Making of Garrido
polyphobia
polyphobia Jun 25 2010, 10:29am replied:

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

+1 vote     media: Making of Garrido
polyphobia
polyphobia Jun 23 2010, 9:09am replied:

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

+1 vote     media: Making of Garrido
polyphobia
polyphobia Jun 11 2010, 10:06am replied:

yes Airboner - thats right :P

+3 votes     media: The Magic R
polyphobia
polyphobia Jun 11 2010, 9:58am replied:

thank you, but seriously this will take a LOT of time :)

+1 vote     media: The Magic R
polyphobia
polyphobia May 31 2010, 8:04am replied:

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 ;)

0 votes     mod: CEP (formerly known as SEASMOD)
polyphobia
polyphobia May 29 2010, 9:21am replied:

so we should change that one image thats here deep inside the gallery and not noticable with one click? dunno if thats really necessary ;)

+1 vote     mod: Airborn
polyphobia
polyphobia May 29 2010, 4:10am replied:

i would be lying if i'd say, thats not an option :)

+1 vote     media: The Magic R
polyphobia
polyphobia May 28 2010, 2:19pm replied:

depends on what you mean by far ;)
its not a game - yet

+1 vote     media: The Magic R
polyphobia
polyphobia May 27 2010, 11:32am replied:

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.

+3 votes     mod: Airborn
polyphobia
polyphobia May 26 2010, 8:29am says:

guys you are crazy :D

ich werds mal dem rest der SEK Leute mit denen ich noch in Kontakt bin schicken :)
Schöne Sache Jungs!

+3 votes     mod: CEP (formerly known as SEASMOD)
polyphobia
polyphobia May 8 2010, 11:58am replied:

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.

+2 votes     mod: Airborn
polyphobia
polyphobia Apr 23 2010, 4:17am replied:

it was planned for consoles and still is apperently its just easier to develop for pc ;)

+1 vote     download: Airborn version 0.1b
polyphobia
polyphobia Apr 23 2010, 4:16am replied:

not possible, sorry :/

+1 vote     download: Airborn version 0.1b
polyphobia
polyphobia Apr 23 2010, 4:15am replied:

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 :)

+3 votes     mod: Airborn
polyphobia
polyphobia Apr 20 2010, 7:03am replied:

yep i do :)

+1 vote     member: polyphobia
polyphobia
polyphobia Mar 21 2010, 6:48am replied:

into the ut3 root, the readme isnt confusing, just do whats written there ;)

+1 vote     mod: Airborn
polyphobia
polyphobia Mar 9 2010, 11:38am replied:

indeed it is all realtime

+1 vote     media: first color layout
polyphobia
polyphobia Mar 8 2010, 3:12am says:

its just painted in :)

+1 vote     media: Garrido almost done
polyphobia
polyphobia Mar 7 2010, 3:52pm replied:

i hope so :D

+1 vote     media: Garrido almost done
polyphobia
polyphobia Mar 7 2010, 3:52pm replied:

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.

+1 vote     media: Garrido almost done
polyphobia
polyphobia Mar 7 2010, 1:44pm replied:

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.

+1 vote     media: first color layout
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