I've been going around as a writer, but started getting drawn into Concept Art and 3D modeling. I'm currently finishing my studies as a 3D artist and will then be let loose on the world. Beware!

Comment History  (0 - 30 of 3,108)
SinKing 1hour 8mins ago says:

Yup, he's still generic Joe in this picture. Your new characters are a lot more interesting.

+1 vote   media: Military Corps (MIC) uniform
SinKing 1hour 9mins ago says:

Funny, I could have sworn I commented on this.

+1 vote   media: Theseus 3.0 C
SinKing 1hour 11mins ago says:

I like how they are not generic looking and don't have symmetrical faces (mirrored textures). These are the actual ingame models right? Your description lacks that info.

+1 vote   media: After Reset RPG [cover art v.2]
SinKing 1hour 13mins ago replied:

It's an HDRI based renderer, so it has to look real. It uses the lighting from a high resolution photgraph to illumintate the scene. No telling, how it might look ingame...

+1 vote   media: Engineering Assistant Drones (WIP)
SinKing 1hour 15mins ago says:

Lol what is happening ^^ Looking good, albeit extremely clean.

+1 vote   media: PATCH #030315 Screen 02
SinKing Mar 4 2015, 9:34pm says:

There are some really cool models here, but again a problem of grounding it in reality. In reality only one of all these lamps would still be working and it would probably be a dirty, low intensity light.

Sure it looks good with lights on the ceilings, but these would have been the first to come down. They don't look retrofitted to me, but if that is the case, it should be made visible, e.g. by cables running to generators and makeshift construction to keep the lamps in place. What is this place even? I always try to figure out if it is some kind of underground structure or just a sort of run down industrial complex. I like the atmosphere and look, but it would be best to have a clear idea of the area you are creating, or it will look unrealistic in the way things that are put together making no logical sense. Even if it is subconcious, gamers notice such things and realize something is amiss.

+1 vote   media: OverDose Atmosphere Test
SinKing Mar 4 2015, 9:24pm says:

Sooo - Unreal 4 is free! Will you switch to the better engine? Have you tried it? It feels like UDK, except everything is much better ^^ and free again!

+1 vote   game: NO RETURN Survival Simulator
SinKing Jan 11 2015, 10:54pm replied:

Yes Unreal Kismet is to blame. Or has to be...right?!
The problem is neither this game, nor Chivalry use Kismet scripting. This is Unity Engine 5 with glorious realtime HDR lighting and some of the bugs that come with it. Whatever netcode they may use has not been made public.

+1 vote   article: Devblog #6 - Happy new year!
SinKing Jan 11 2015, 10:37pm replied:

Not on Earth? This game sure has come some way since the first screenshots that placed it in a kind of outdoor/exploration context. It's the first time I hear this is not taking place on Earth. Be weary about changes that may be another game or that may just be inspired by another game you like.

+1 vote   media: Midday Eclipse
SinKing Dec 12 2014, 9:17pm buried:


WWII propaganda must seem like pure infotainment to you then.
If it was meant to inform you wouldn't have needed to show money showers and imply that the guy got insanely rich. You evoke the image of the greedy modeler jew, who stole all your gold. When in reality, he is probably a guy struggling with making money of modeling and getting hired and tried to put some of his prior work to good use. You might have ruined his rep on the store for what exactly? The satisfaction that you can call some models exclusive, even though you never paid anything for them at all? Your motives seem unclear to yourself, if you believe this video was informative.

-6 votes   article: Jurassic Life December 2014 News
SinKing Dec 12 2014, 9:13pm buried:


I love all the generic replies here. Indeed, good chaps. Jolly ho', don't let it bring you down! Keep the faith. It can only go up from here. You are doing great and this guy is clearly the devil. Well done!

You all act like a terrible thing happened. It didn't.

-6 votes   article: Jurassic Life December 2014 News
SinKing Dec 11 2014, 7:20pm buried:


So the update is no update but a rant about a modeler trying to make some bucks with work he produced himself, to a great extent? I mean, you have my sympathies, but I don't think it's wrong for a modeler to sell what he created. If the people who created (some of the) textures were still on the team (I doubt it) they should have been contacted first in order to figure out a deal. If they don't care or moved on, good for them.
What I can't stand is the whining about stolen models from a project that had no real updates for years. It's better someone uses them at all, imho. Modeling is a hard life and if you want to sell on Unity store, etc. packages of models will sell better than single ones. In fact, sometimes only packages of several models are accepted. Finish the mod, you know you got kickass Dinos and animations, no matter who else uses them.

-5 votes   article: Jurassic Life December 2014 News
SinKing Nov 14 2014, 9:47am replied:

As much as I'm getting tired of seeing the same environment over and over, I have to say I totally agree with you! The expectations from users are ridiculous, these days. They can't differentiate between one type of game design and another. Nobody realizes how much work it is to make quality assets and more so - quality materials. In AAA productions, they usually go the extra mile to make that model more appealing; the labor cost is high and the win is marginal. That's part of what Carmack meant when he said the few things we gain in visual fidelity aren't worth the amount of work put into them, these days.

However - I also have to object!
You are trying to push the envelope with your version of the engine. It looks good, but not fantastic. I can make a better looking scene in Unreal 4 with simpler to use tools and a much better workflow. So it stands to question what you want to sell the most, the visuals or the gameplay; to me it seemed the latter. Telling us that big studios have a thousand employees or more should just make you realize you are aiming for the wrong goals with this development. Visuals that's something us indies can't compete with. Development of new methods to do old things better is just to rapid and volatile.

This post is meant to explain to you, how people like Dre@meR's preconceptions about game visual come about; they take the highest end graphics for granted these days. They assume creating games is easy with a good plan. They assume technology stays the same more or less. That's one of the reasons why I'm in doubt if I should continue working in the industry. It seems like the rewards to all gamedev endeavours today can only be money. And that's just not why I'm in it.

+1 vote   media: Bunker
SinKing Nov 14 2014, 9:33am says:

This is a kind of heavy atmosphere I would connect to a very damp, warm place. What I never get about fog volumes is why they can't be gradial. In a real situation you have all the hot damp air up in the room, all the cooler, clear air below it. The fog volumes/particles however are always evenly distributed which creates the kind of "after-shower" effect.

+1 vote   media: Bunker 4
SinKing Nov 4 2014, 7:12am says:

simply cool!

+2 votes   media: Lounge ingame complete
SinKing Nov 4 2014, 7:11am says:

These new textures give the room a whole different vibe. It looks more "brown", y'know like stuff used to look then. Not so lively colors, oldschool patterns on cloth and the whole yellow/brown look of floors and ceiling tainted by thick cigar smoke!

This looks really good for ingame! The lounge and boiler room are my favorite parts of the ship so far.

+2 votes   media: Lounge ingame complete
SinKing Oct 25 2014, 7:00am replied:

solid vomit

+1 vote   media: Swamp zone
SinKing Oct 25 2014, 7:00am says:

It has no shadow, it is hellspawn!

+1 vote   media: A Beak-Thing celebrates slaughtering 30 people
SinKing Oct 24 2014, 8:55am says:

Nailed it!

+1 vote   media: Nail Gun M-88
SinKing Oct 21 2014, 5:36am replied:

Yeah, there is says it all. I tend to read your descriptions afer you notify me that what I am looking for is in your description ^^

Yeah okay, makes sense. Original fotos = original look/designs. Still cool ^^

+1 vote   media: New textures for Lounge
SinKing Oct 21 2014, 5:35am says:

You have a private leak -^? Wild stuff!
Looking good guys.

+1 vote   media: Leaked OverDose Early Alpha Gameplay Sort Of Stuff
SinKing Oct 20 2014, 6:08am says:

So this game is gonna look really superslick and clean, right? because a lot of what I see looks fabric new or has hardly any wear. This model look a bit empty, but I guess it's WIP.

+1 vote   media: KIMEA Ind Workbench 01
SinKing Oct 20 2014, 6:05am replied:

In my country the square Batteries are called "9 Volt Block", maybe this is a reference to that kind of battery?!

+1 vote   media: Small Power Block
SinKing Oct 20 2014, 6:04am says:

How do you actually get the photo reference for these textures? It'S really nice looking!

+3 votes   media: New textures for Lounge
SinKing Sep 29 2014, 12:26pm says:

"Awefully placed door" ^^ I like all the descriptions, giving stuff fun names is the best part of development.

+1 vote   article: Update #6 - Gazillion Magic Hats, Armors and Villages
SinKing Sep 29 2014, 12:00am says:

The greatest thing is that you kept it going over all those years. Congratulations!

I'm kinda struggling with modeling at the moment, because I am doing a piece that is way too big to see results in a couple of weeks. Then I look at this project and think to myself: things like that don't get done in a few weeks, either. It's a great inspiration to see you pushing this game and the models you made for it always look great!

+4 votes   media: Mafia Titanic Mod - 8 Years in the making
SinKing Sep 25 2014, 1:56pm replied:

How would you know? do you think the prosthetic arm is an in-game model? No - it's a render, and yes it looks good. RPG's don't need to be that detailed, because you aren't close up. And I'm also sure the game will look great, but don't go confusing beauty shots with realtime content.

+1 vote   article: Hard Week Progress
SinKing Sep 24 2014, 1:44am says:

There is something wrong with the lighting in this game. You have sharp shadows everywhere. Underwater you get soft shadows, nothing crisp like that.

+1 vote   game: Depth
SinKing Sep 21 2014, 5:37pm replied:

I don't have Episode 2. Is it required to play the mod (I thought most "mods" are standalone these days). I installed Source SDKBase 2013 SP, but your mod is not showing in my game list.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing Sep 21 2014, 9:23am says:

So, I uninstalled Steam and also reinstalled my network driver, because that seemed to cause my game crashes. Everything works fine now, as far as my games are concerned. As far as your mod is concerned, it is still not showing up in my games list.

Could it have something to do with my language settings, perhaps? I didn't have any problems installing NMRIH or FOF, but your mod doesn't show up, no matter where I put its' folder. Shame, really, I'd like to see it.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing Sep 16 2014, 2:24am says:

Why did I have to think about South Park first, whyyy?

Will there be "cat enhancements", e.g. better vision in darkness, impossibility to receive fall damage ^^, etc? I also think you should have a night map and brawling for territory with other cats. I don't know, perhaps the game has such features planned anyway, I'll have to check.

The jump animation needs some easing in and a bit of weighting to give the feeling of momentum. At the moment the jumping looks a bit like playing a platformer game.

+2 votes   article: Oculus Rift, Co-op, T-Shirts and more!
SinKing Aug 17 2014, 4:02pm replied:

Is the material unlit, but emissive? If so you can just turn down the emissive power and instantly have fewer stars. I have kinda become a space/star specialist with my current assignment. I had a similar looking sky at one point.

It's actually incredible to think that probably the entire night sky would be white, if these stars all had the same intense lighting. Seems there is no darkness in space, just not strong enough lights ^^

+1 vote   media: New shots, in orbit and jurassic night scene
SinKing Aug 14 2014, 10:21am says:

I think it's a problem with the post-processing that the moon appears blue. It looks interesting - but alien. The moon ist truly more yellow than white.

The view and perspective here are very nice!

+1 vote   media: Nightfall
SinKing Jun 16 2014, 8:57am says:

I wonder how they got it on top of it.

+1 vote   media: Smile.
SinKing Jun 16 2014, 8:20am says:

Makes me wonder if all birds float, given their bones are light and all that.

+1 vote   media: Story of my(all penis having people) life
SinKing Jun 16 2014, 8:17am says:

On the next picture his cape gets stuck in the rear wheel.

+2 votes   media: Hardcore awesome 'exican
SinKing Jun 14 2014, 6:47pm buried:


Wow, you French need to learn English, if you are going to use the internet. You are talking about vertex baking! There is actually a word for it! And it's not the one you invented!

About characters:

Nathan Drake's Highpoly already had 37 000 Polygons, Infamous second son has 120k, Ryse 80K.

So it is possible for engines to display these amounts of polys in realtime, but the polycount is mostly due to tesselation. They are used in cutscenes. It's not necessary for the normal model to have that many polygons.

As for aggressive: I get aggressive when people write very importantly sounding stuff that is completely wrong.

-6 votes   article: Development status
SinKing Jun 9 2014, 3:46pm says:

I love tracking games that I don't understand ^^ Seriously looks interesting, but I have no idea what was going on in that prototype trailer! I will track you and find out ;)

+1 vote   game: Portstar
SinKing Apr 16 2014, 7:43pm says:

It's hard to rig hands, but you need to work on the weights on the fingers some more. They don't look right and if you want something right in a game like this, it is the arms and hands.

But the character looks awesome! Smart move with the cool helmet,saves you the face modeling and looks cooler. Nice textures too!

+3 votes   article: Ascend Parkour Demo
SinKing Apr 14 2014, 12:32pm says:

Reading this makes me think the banks and Amazon are best off. I want to be payed for doing nothing too! And at the same time Amazon exploits its workforce with bad wages. And the banks exploit everyone.

Hey - integrate that into your story! ;)

I like After Reset! Nice art, though some heavily borrowed (Terminator 2 anyone?). I really like the font you use on all your assets.

+2 votes   article: Factions, Technologies, Items
SinKing Mar 7 2014, 6:31pm says:

Nice to see you found a support modeler. Your own work is always great to see! It's getting finished from the looks of it. Good job!

+2 votes   media: Frames added
SinKing Feb 20 2014, 7:08pm replied:

Lol look who's here. There is Amir, the genius terrain wizard. And below him is Aaron from the awesome game "Routine". And then there is the awesome Mr. Singer above, who I yet need to find a project to share with. Maybe this year Singerman, maybe ^^ yeah!

+1 vote   member: NicholasSinger
SinKing Feb 14 2014, 7:17pm says:

It's a really nice model. Can't wait to see it in-game.

Do you actually bake down these models onto a low poly or do you just clean up the highpoly and use that? Because damn, those models have a lot of polygons! However, they do need them!

+2 votes   media: French Hebe-Class Frigate,38 guns, 1782-1821
SinKing Feb 2 2014, 10:27am says:

There be wale bludd in the water?

Problems are indeed a bit random. Why do the damged shells get detached? I still don't understand it. I wonder how well procedural damage and state of the ship (seaworthyness) go together. Wouldn't it be easier to make a few points of the ships destructible (masts, hull front, mid, rear, galley, etc) and then link that destruction with the ship state? I mean it would be awesome to actually have damage exactly where the cannon goes down. It will look more unique, but its a simulation and it might look a bit random and what's worst: it might not work every time and as planned.

However, great to see you are updating this game!

+1 vote   media: First testing with boolean destructible ships
SinKing Jan 25 2014, 5:26am replied:

You might get it to be shaded right, but you won't have animations or textures; ever! You could export one of the weapons as an object file, upload it to another software and let the software check for errors (n-gons, non-planar polygons, etc.) Then it might become more clear where the problem regions of the model are.

Whatever you plan on doing, I'd start with learning a modeling program (not SketchUp, a real modeling program!). If you ever want to mod or create games, you will be needing more information.

+1 vote   media: Rusvekyan Army Armoury
SinKing Jan 12 2014, 8:52pm replied:

I'm kinda struggling with my own projects, as I'm looking for employment and can't seem to find any work here. After I see clearly and get into a new job, I can tell you more.

I can't promise anything right now. Though nothing keeps you from picking up Blender and figuring out a way to (re)build these models out of polygons, in the meantime.

+2 votes   media: Rusvekyan Army Armoury
SinKing Jan 10 2014, 10:11am replied:

The stock isn't quads either. Neiter are the barrel and parts of the scope. The rail system's sides aren't quads and so on. The easiest thing would be for someone to take this model as a template and build their own version of it

+1 vote   media: Rusvekyan Army Armoury
SinKing Jan 9 2014, 6:49pm replied:

Every game engine will attempt to triangulate models you import into them, because that is how the shading model in game engines operates.

Quad modeling:

We model with Quads, because it is easier than Triangles, but in the end we have to triangulate the model ourselve or let the engine do it (and hope it doesn't screw it up).

If you have n-gons (more than 4 vertexes/a quad) in your model the engine cannot calculate proper lighting for it. Weapons are realtime meshes, so you have more leeway than with static objects, which have lightmaps calculated through a 2nd UV-set (1 UV - diffuse, 1 UV - lightmaps).

Even if you can get it into Unity and it looks okay, it will still need to be animated and this is when the geometry has to be readable by the software used for animation. Otherwise it can just turn into a bunch of spikes and fall apart.

Sketchup is not a quad modeling program, it has its own nurbs or curve like algorythms, so it doesn't always produce quads. See if you can find an option to "quadrangulate" Sketchup models, as this would solve one problem about getting this into a game engine and animating it.

+1 vote   media: Rusvekyan Army Armoury
SinKing Jan 9 2014, 7:52am replied:

That is not the point. Subdivision is. Sketchup has a different subdivision method than any program used for game models. The above model for example would be totally unusable for a game engine, unless it can be triangulated. Things like the grip piece are not really geometry, but extruded planes. So if you want to use any of these nice models I'd suggest trying to import one into, e.g. UDK. Even though weapons are skeletal meshes, you could import it as static mesh for now and check what it looks like.

+1 vote   media: Rusvekyan Army Armoury
SinKing Jan 8 2014, 9:03am says:

They are all looking nice. Pretty good use of "Pimp my Gun" concepts!

I am not familiar with Sketchup, but I wonder how these models translate to ingame models? Do you give this blockout to another modeler, who makes low and highpoly from it, or do you just keep the current version and get it retopologized? Sketchup is pretty unique in the way it handles curves and subdivision, so I wouldn't know how to get this ingame without shading errors.

+1 vote   media: Rusvekyan Army Armoury
SinKing Dec 19 2013, 7:58am says:

This is madness...no wait - it's Insanity's Blade!

Congratulations on making it on Kickstarter!

+2 votes   article: Insanity's Blade Kickstarter final hours!!
SinKing Dec 6 2013, 11:11am says:

You're unstoppable, man :)!

When are you planning to work on an animation system? Will it be possible to grab and shimmy along extrusions? Balancing would be nice. And climbing... all the "adventure game stuff", basically ^^

Engine is really shaping up! I admire people, who can keep going on their project. Takes determination and you've got it!

+1 vote   article: Prerelease v0.2: Furniture and Weapons - StaudSoft's Synthetic World
SinKing Nov 15 2013, 9:48pm says:

...you have something on your nose.

+1 vote   media: some funnies
SinKing Nov 15 2013, 9:33pm says:

I've seen this with sound and they are actually farting.

+1 vote   media: Yup normal day at japan....
SinKing Nov 11 2013, 12:18pm says:

This is not a good first Kickstarter Trailer. First of all, there is too much "artefacting" in the first few minutes. Maybe future camera all have terrible picture quality, but the constant shaking is annoying.
Then you repeat the same images without the shaking and your voiceover. I was expecting a first glimpse at gameplay here and automatically skipped ahead.
Then you talk a whole lot and then there is a little bit of gameplay by the end. I had already forgotten everything you said by then.

This needs a better pacing, structure and I'd say try to keep it within a 5 minute mark for the first Kickstarter Trailer. Unless you have a lot to show, 24 minutes is a loooong time.

-1 votes   article: After Reset RPG on Kickstarter
SinKing Nov 8 2013, 6:27am says:

So good! Unbelievable!

I watch this and Hearts of Oaks. Here I can see what Hearts of Oaks will be like and on HoO, I can see what it will look like. Combine the two and you get the best sailing simulation and swashbuckling game ever. Assassin's Creed? Not up to the sailing bit, I'm afraid. This here is the definitive sailing experience to me.

+2 votes   media: Build 14 Beta 3 Trailer
SinKing Oct 22 2013, 8:28am says:

Ah cool, now I get it. Yeah, actually makes more sense than my hogwash ^^

I also remember seing this in e.g. "black" doors which you run through and suddenly find yourself in an (instanced) room. Thx for explaining!

+1 vote   media: Map Instance
SinKing Oct 20 2013, 7:33pm says:

I like the HUD, but where do I see my bullets/mags?

+1 vote   media: Weapon Demonstration: Dynamic Hands Attachment
SinKing Oct 20 2013, 7:28pm says:

Wow - that's perfect work. But what's wrong with her skirt? For a moment I thought it was gonna come alive and fly out of there. It seems to lift up, maybe because of rigging.

+1 vote   media: Dialog system demonstration (WIP)
SinKing Oct 8 2013, 9:17am says:

Thanks for the feedback! Now I know the problem is with my files!

The error I get is:

Survival-motel_Noche42_ext.udk is damaged

I might try to download it again, since I had problem with the third part and the connection got cut off a few times. I already downloaded it a few times before though. Really hope I can make this work now :)

+1 vote   article: a classical survival DEMO´n
SinKing Oct 8 2013, 5:50am replied:

Right, good call!

Yeah, I think modularity is key to successful environment building. Any modeler can make a nice model and slap some textures on it, but thinking bigger and optimizing an entire scene takes some thought.

I'm recently looking at some of this guys stuff:


He's also on Polycount and I followed some of the threads he made and found he had a lot of the same problems I had with UDK (lightmaps, tiling, etc).

Might be interesting for you, too!

+1 vote   media: NY_style_old_skyscraper
SinKing Oct 1 2013, 3:51am says:

Well, like I wrote in the description, this is the fastest method I have ever made these modular pieces (modeling, uv, texturing all in a few hours). And it is 90% Ndo and PS. It's meant for prototyping, so it doesn't need to be more than this.

I have been thinking about planning buildings differently with this method, so I could have a cornerpiece to connect the Ndo parts and the cornerpiece would be sculpted and require a High Poly. This way I can keep the fast (and highpoly free) method for the main surfaces and still get rounded corners with more detail on them. I'll try doing that with the next model.

+1 vote   media: NY_style_old_skyscraper
SinKing Sep 30 2013, 9:24am says:

I'd say: near perfect. Maybe some more scratches on the front, the bottom and generally the areas of use? Did you use Ddo?

+1 vote   media: M9 Texture
SinKing Sep 28 2013, 2:51pm says:

I am always happy to help :)

+2 votes   media: Wheat
SinKing Sep 26 2013, 7:36pm says:

I'm not a fan/gamer per se though. I was one of the Environment Artists for "Rise of the Triad". Not the most important one, but nonetheless ^^

+2 votes   media: Aderyn's Shrine
SinKing Sep 11 2013, 6:08am says:

This was a game, which I couldn't stop playing, because I never knew what to expect next. It is crazy ambitious and though the gameplay may be a bit fractured it exactly fits the whole theme of loneliness and searching for answers.

I loved those moments when you, as player, realize a puzzlepiece is falling into place and you can start putting what you just played into te timeline. Underhell is non-chronological. It is a psychological journey, deep into a guilt-ridden and lonely soul. 10+ stars!

+2 votes   article: PCGamer Mod of the Week
SinKing Sep 8 2013, 4:52am says:

Heh, I had this deja vu when writing this yesterday. I must have overlooked that I wrote more or less the same thing on the submerged ruins drawing. Sorry!

+1 vote   media: Concept Art
SinKing Sep 8 2013, 4:51am says:

I just meant a bit of an indication where the surface is. A spot where the sun hit the waves and we see ripples and godrays from below.

+1 vote   media: Game Drawings
SinKing Aug 28 2013, 5:36am says:

The famous Japanese Ball Cannon, which shoots Samurai in their junk, only. No wonder it's deemed dishonorable!

Nice models, dudes! Wheels and underside/edges could have more wear, in fact this cannon looks like in mint condition/unused.

+3 votes   media: Things that go Boom
SinKing Aug 18 2013, 4:32am says:

How many rounds do they fire per magazine? I really don't get the ammo system "per click" you describe.

SinKing Jul 20 2013, 1:47pm says:

This is Sparta?

0 votes   article: HRT Pack 1.3: Enhanced Edition now on Mod DB
SinKing Jul 19 2013, 4:05pm says:

Actually - Why Finland? I mean it's a great idea and if you look on the map, there are some pretty cool island areas that could serve as real life examples. But - why Finland? Scotland would be just fine, too ^^

+2 votes   article: 3D Open World Survival Game MISSION FIVE
SinKing Jun 29 2013, 5:59am says:

I'd be interested in the low poly bake and its polycount. I expect around 900 tris and similar detail. So if this is highres, does that mean your first person telescope needs no normal maps (except for surface detail, later)?

+1 vote   media: Asset Render: Telescope
SinKing Jun 27 2013, 6:14pm says:

AHH, I have to find my copy of the game again. Since you started this mod I've changed pc three times, but this game stays. It's truely epic, I don't even know how many hours of fun are in the whole game, as I've never played through all of the campaigns. One of the best mods ever. Get it!

+3 votes   article: PotC: New Horizons - Build 14 Beta 2.5 Released!
SinKing Jun 9 2013, 7:27pm says:

Good ole Federal Reserve. Printing money for you now and in the future!

+3 votes   media: Automation Apocalypse
SinKing May 25 2013, 12:34pm says:

pipes - mutated pipes!

add dirt to your pig and more dirt to the mutated one (hoofs, belly, snort)! otherwise good, very pink

+2 votes   article: Development Update for Miscreated (05/24/2013)
SinKing May 24 2013, 12:07pm says:

Looks fun! I like how fluent the gameplay is and the different views/perspectives you include.

+1 vote   article: Last Knight Trailer
SinKing May 22 2013, 8:13pm says:

90's was putting pants on backwards, dawg!

+1 vote   media: evolution of pants
SinKing May 22 2013, 8:11pm says:

It's a lie, you can't shatter an iPhone. They never explode for no reason either. Lies, lies, lies!

+1 vote   media: proof that apple is gay
SinKing Apr 26 2013, 3:59pm says:

I almost forgot I had this mod - but I will never forget the fun I've had playing it! So good to have updates every once in a while. It reminds me to play again and brings back the memories ^^

One of the best mods of all times, in my opinion!

+1 vote   article: PVK Live beta tests
SinKing Apr 8 2013, 2:17pm says:

I must admit, I was sceptical when clicking the video, but there is a lot of visual improvement. It seems like the shadowed surfaces reveive a lot more bump light in your version. Also the lighting quality is much more realistic than in Crysis 2. I expect they had to blur/fog things out to keep the demands low for consoles?

After all you can't make one game for PC that looks awesome and then have one for console that looks just ok. This is looking good, almost like a new game!

+2 votes   mod: BlackFire's Mod 2
SinKing Mar 31 2013, 6:57pm says:

So at least in a computer game, London can look clean ^^

What turtleman101 said. You need dirtier everything. This looks cleaner than London ever did. It's the grittiest city I know, even more so after a zombie outbreak.

Otherwise, pretty neat looking.

+1 vote   media: Deadly Walkers - Work in Progress Video
SinKing Mar 19 2013, 3:19pm says:

This map looks great. I still like the scopes and the weapon handling. Insurgency was very fast and so is I2. I hope it can be more tactical. I think some of the other modes than DM will be very interesting. I'd like Missions with some more objectives, maybe a string of objectives through multiple maps. Ties it up a little.
Looking great!

+2 votes   article: Insurgency 2 Preview
SinKing Mar 4 2013, 3:38am says:

Love the game, but this could be a little darker. The picture looks almost polarised to me.

+1 vote   media: TR update
SinKing Feb 24 2013, 6:19am says:

Why are you texturing the highpoly at all? You are just wasting time. Bring that model down to 5k, triangulate, bake and make textures - then we will see.

0 votes   media: ASR-112
SinKing Feb 20 2013, 5:30am says:

Yeah, I should make a turntable for it, place it on a small piece, maybe some plants and rubble aside. Good idea, Boo!

However, I am currently making modular cable sets for the project I work on. That is truly a pain in the *** and much harder to do and make sense of than I thought.

+1 vote   media: Pillar_Final
SinKing Jan 30 2013, 5:35pm says:

It's a lot to consider Booman. I wrote a workflow in the description of the next picture. Maybe it is helpful for you. I had to do things over and over, until I understood what I was doing :)

Smoothing Groups aren't as awesome hard as everybody thinks. Or maybe it was just me thinking that...
Basically, every surface that has more than a 75° angle to its neighbor belongs in a different smoothing group. To assign them, all you do in max is select the polygons and then the group number you want to set to them. Do that a few times and export as FBS with Smoothing Groups enabled.

+1 vote   media: broken _pillar_re
SinKing Jan 30 2013, 4:54am says:

a fun game for the entire family!

;) good job

+3 votes   article: NW3 Final - Status and exploding headshots
SinKing Jan 2 2013, 8:39am says:

Oh man - I cannot watch the video in Germany, because we have a stupid loyalty system for music here. It would be great, if you could make videos without copyrighted music (maybe just a version without music), so everyone can watch.

Long way from Batman. I know you like the Silent Hill feeling, but I really liked what you had going with the Batman mod, too.

+1 vote   article: Weapons system tech attack
SinKing Nov 2 2012, 3:42pm says:

Isn't it a bit hardcore to spend 4000 polygons on a tree? I'd expect something between 800 and 1000 would suffice. Doing one leaf at a time seems a bit tedious too. I'd make some presets with 20-25 leaves in Photoshop and put a couple of those (with their alpha mask) on the branches. Maybe throw in a few single leaves for cosmetic, in the end.

However, the result is looking nice, but what if you want to make a forest? - You spend 200 000 polygons on 50 trees.

+1 vote   article: How we create REFUSION #02
SinKing Oct 12 2012, 3:15pm says:

For the most part I use a pen. Most important is to hold alt when you are moving things with the mouse. However, it is quite confusing to me too, because it's so similar to XSI, but not identical.

If you're gonna sculpt, a pen is the best thing to use, yeah. It's actually need about Mudbox that you just have to plug in your tablet and the preferences work perfectly with the pen. First program yet that worked for me without having to change anything excep language (german to english).

+1 vote   media: pillar_dmg
SinKing Oct 9 2012, 3:44pm says:

From what I've learned the diffuse is the better basis, because the reflections will carry color information in them. So the reflections on my paint will be more red than on the rest, for example. Of course that also means you can influence reflections quite a lot and optimize them for different light conditions.

What I don't get is why I lose some detail and shading info upon importing. I'm gonna sit the same model in CryEngine 2 soon and we'll see the differences. Thanks for comments, even if I disagree everything is helpful and becomes part of how-to-make-it-better! :)

+2 votes   media: med_oven
SinKing Oct 5 2012, 8:52pm says:

Reminds me of a minecraft video that looked like on LSD.

Interesting concept, has a very narrow and rounded feel. Fisheye alone seemed to work really well.

+1 vote   article: World distortion effects and Eurogamer Expo IGA
SinKing Sep 11 2012, 5:38pm says:

I remeber Descent. Me and my 2 best friends on the T-Bird PC of one of them, playing the game. We all agreed that it had amazing graphics ^^

And we couldn't wait where the descent would take us in the end. Somewhat stiff price for a game that old, but this one is really a classic, up with DN3D and Hexen.

+2 votes   article: Descent 1&2 Released on Desura
SinKing Sep 1 2012, 5:32am says:

Looks like he lost one foot ;)

Nice drawing, has the style of an etching. I am missing the champagne glasses in your hand :) Somehow they belong with pictures of the Titanic's staircase.

+1 vote   media: Drawing of me and Kyle
SinKing Aug 4 2012, 6:24pm says:

Minimalistic music, I like it :)

The fences look like they could be potentially annoying. If I were to make a castle map (for traktors) it would go steep up and through the castle, since the advantage of these vehicles lies in their ability to climb. They are better than offroaders at that.

The single seater looks alright, though the course is a bit minimalistic now too. However, it all works and is a good start. And UDK for Mac - I actually forgot about that. Nice to see someone make the effort!

+2 votes   article: Mac testing
SinKing Aug 2 2012, 4:26pm says:

I'm afraid this will have to wait a bit. I am modeling for my final exam at the school I attend. And it's not a topic I like, so I have to force myself through it at the moment.

It sucks when you don't enjoy the stuff you love, because you are forced to do something with it that is just annoying.

+1 vote   media: baby_tooth_3d
SinKing Aug 1 2012, 1:07pm says:

I would call it " Super-Serious Shoe String Shooter" now ;). It looks a bit pre-alpha, so hard to say much, but I like the light and I guess the tesselation, though it seems a bit extreme on the walls.

Also, if you want more natural animation it would be good if the enemy doesn't have mirrored animation, but a little more randomness to how the different sides move. Anyway, you achieved quite a lot, seing it requires some skills to texture, code and import all that stuff. More than most people here will ever do. Keep it up!

+1 vote   article: SSS getting serious.
SinKing Jul 17 2012, 6:02pm says:

Thanks everyone. I think the original shape has some potential. This is just the first take. The shape could look good with a kind of shotgun design. I hope to try that out, next.

I wish I had more time. There is so much I want to do. Most of my time goes into iterations of stuff for "school". I'm not happy about that. I wish I had more time for bigger game projects.

+1 vote   media: baby_tooth
SinKing Jul 12 2012, 4:09pm says:

thoughtbump - maybe it's a gun for a lady, they tend to have weird handles. Also - if there is no recoil, you don't really need to grab something that hard. Still, it'd be better if it was anatomically correct.

+2 votes   media: sci_fi-handgun
SinKing Jul 10 2012, 12:16pm says:

Thanks for the link -looks much better on your rifle ^^

+1 vote   media: AS-75 Tactical Assault Rifle
SinKing Jul 9 2012, 6:33am says:

lulz. Try to hold this one with one arm! It gets longer and longer :) The design is cool though. With a little work this could be made into a similar design like the Anti Tank sniper rifles from WW2.

+1 vote   media: Alien Arc Welder
SinKing Jul 3 2012, 8:07am says:

That looks like a singleplayer map to me. I don't like how it's all walled in and leaves you no choice. Reminds me of the original Fable with its fences everywhere.

The artstyle is cool. I liked your concepts a lot and think there is still room to make the night scenario more frightening. I'd also like the dynamics to change, but as far as I know UDK uses templates and has no real daycycle. Would be nice though, if it got a little more light at the break of day/ end of a round.

I guess I'll have to wait for the first gameplay. I like the style and assets, the map design not so much. Dynamic lights would surely spice things up a bit. Yet, this is an early stage and I don't really know what the map is for; perhaps its a testmap.

+4 votes   article: New Environmental Video
SinKing Jun 23 2012, 6:29am says:

So this is based off Curse, but now on Unity? You make everything by yourself? I was very impressed by the HL2 mod and it's visual style. Hope you have good luck with Unity!

I hope this guy takes his helmet off. Running around with another unknown protagonist without personality is not what I expect. Or, if he leaves the helmet on, give it a twist, so there is a reason why. We'll find out in the end.

+1 vote   article: Curse : Episode I.
SinKing May 30 2012, 9:57am says:

Thanks a lot guys! Your support is always a motivation!

I had my presentation of the project today, and it's passed the first obstacle. Now I'm gonna shapen up the script and animatic and soon upload that here, too. I'm curious what you think and can't wait to get working on the real thing.

+1 vote   media: same_view
SinKing Apr 26 2012, 4:37am says:

I only clicked because of the picture with the dog. Now I'm disappointed. Oh wait, no I'm not! But better post a picture of that man/dog head combo on the next newspost :)

or I will be disappointed

+4 votes   article: Production Stages
SinKing Apr 22 2012, 4:52am says:

Damn efficient texture! How do you reduce polygons? Do you re-topo on top of it, or did you just delete some superfluous edges? I guess with something lowpoly, you don't really need to build an entirely new body?

+1 vote   media: Princess Zelda
SinKing Apr 20 2012, 1:41am says:

Uv-ing isn't your artist's favorite task, I can tell from the texture stretching. Also, why would a window in space be blue? Since it's reflecting most of the light, it would certainly be rather black than blue.

So it's nice that some stuff is working already, but the design of this game is still a bit off and uninspired. I suggest making some iterative designs based on the ones you have and try to come up with something a little more detailed and refined. For examples - you probably want to move those engines and blasters on the ship (at least the rear ones) to change direction. So let your artist think about how the engines could be attached to the rest. Only when they have a clear understanding what every piece and bolt of the ship will look like, it will make sense and enhance its believability as a space vessel. Lot more work required on the concept side, but understandable you may not have the ressources available, right now.

+2 votes   article: Shaders and Normal Maps oh my!
SinKing Apr 15 2012, 6:15am says:

What software did you use to write the book? I find this interesting, but the software I tried (years ago) was a pain. Artworks do look good, though I'm not a fan of anime characters.

+1 vote   article: Release! Surprise! Magnificence!
SinKing Apr 14 2012, 1:06pm says:

**** Dx11 support!!! I so regret having stopped working with Cryengine.

look at that changelog, lol - it never ends

+2 votes   article: CryENGINE 3 SDK Update 3.4.0
SinKing Apr 9 2012, 6:48am says:

Finally a dark game where it makes sense!

+1 vote   media: Merc Screenshots
SinKing Apr 2 2012, 8:32am says:

Lol okay - the patch was released now! That's quick acting on the side of the team. Back to space then :)

I don't like any of the missions with capship rockets. It would be rad if, you could chose your role as attack pilot or defender. Then I could enjoy these missions without having to skip them.

+1 vote   article: Wing Commander Saga saw 50k downloads in 24h
SinKing Mar 23 2012, 12:09pm says:

That's in the middle of the night, if you're in Europe. Hope you'll record it, since I'd like to see.

+4 votes   article: Depth gameplay - Destructoid Livestream
SinKing Feb 29 2012, 5:44pm says:

**** man, your devotion to the cause is amazing! You're just as good on the drawing side as I am, but miles ahead in the modelling. Respect for the awesome work!

+2 votes   member: TALON_UK
SinKing Feb 29 2012, 5:37pm says:

Cool man, excellent. Looking at how other people model helps me a lot. I'm texturing my first character at the moment and had tons of problems understanding baking, at first. Especially if the detail is not uniformly distributed among a mesh; now it's much better, but I don't alway have enough geometry in the low poly or there is some other problem; the worst thing is when there are a million reasons what a problem could be. But then again 3D is all about failing and asking and trying again.

I could have figured this model be near low enough to be ingame. I think you can bake those pieces on the butt without losing too much detail. I make concepts, maybe you need some in the future. I always wanted to try something Star Wars themed. Is there maybe anything you guys need painted/designed? I've been watching this mod for years and always was too greedy to buy BF2142 (got BF2 as last of the series). Or maybe I just like looking at the great atmosphere in the screenshots. Truly one of the most oustanding mods in regard to giving a great experience on an older engine.

+1 vote   article: EE-3 Blaster Carbine WIP
SinKing Feb 27 2012, 9:31am says:

Wow - never heard of it before. Sounds awesome!

+4 votes   download: Invasion 1944 v2.6
SinKing Feb 13 2012, 10:24am says:

Always a pleasure to watch these vids! Seems like a lot of good features were implemented again. I know some of them from Cryengine and think especially the slope orientation can help with creating organic landscapes. Maybe you can add a random rotation for groups of objects (e.g. trees, rocks...) too, so you can just paint on large areas of ground and get a random looking result. Random is good in this case ^^

Love your game, been waiting for a long time, but still much impressed!

+2 votes   article: New Overgrowth a169 video devlog
SinKing Jan 27 2012, 2:07am says:

Yeah, it's not all about DirectX11. I said to a friend too that Crysis 2 is the only game that looks worse than its predecessor. Especially is the case with water and particles. Doesn't look bad though, but if you're developing for PC only, CE2 is still good for kicks.

Congratulations on your development!

+5 votes   article: WRECKAGE is going Standalone!
SinKing Dec 13 2011, 7:09am says:

Good! lovely hit detection

+2 votes   article: Chivalry: Medieval Warfare Gameplay Trailer
SinKing Nov 28 2011, 6:03am says:

I understand your slight frustration about the issue. Even I saw the video, because it was recommended on Youtube (automatically). It's like you can't escape it.

Free from bias, I must say it is a beautiful video with bad framerates. Their version of the Titanic is running, but it will need a lot of teleporting (to engine room and midsections, etc.) to travel through the ship. I also cannot imagine it being turned into a FPS of some kind, because of the quality they chose.

You will see your work pay out for you, on the long run. CE3 is not as easy to develop with as it seems. It is easy to map and make it look good, though. In my oppinion you are far closer to a game than they are, and since you will probably release earlier the popularity of that project may actually draw some people to your version of the Titanic and your mod.

I think you achieved a lot and have nothing to be sorry about. What you learned through this development will look impressive on your CV and nobody can take the experience from you. Any case, you can be proud of what you achieved. You'll be happy. We'll be happy :)

+1 vote   article: Titanic mod - Importand notice
SinKing Oct 26 2011, 3:33am says:

Haunted was a great mod. I loved the weapons. It became quite repetitive, though and I hope the new version offers more variety. Congratulations, if you have some time, maybe write an article about how you made it from MSUC to commercial game. Especially, how pitches to the producers look, would be interesting to know.

+3 votes   article: The Haunted: Hells Reach is out now!
SinKing Oct 22 2011, 7:17am says:

Ohlalaship, I mean starship... wow!

+2 votes   media: In Engine Test
SinKing Oct 19 2011, 12:57pm says:

It's good, obviously all still WIP. WhatI'd do is change the color textures saturation to maybe 35%. As they are now, the entities get an incredibly artificial feel to them. Another strange thing is that the mud/heightmap layer seems to be above the layer with the detail texture. Overall, I love the engine and its capabilities. I'm sure it will look even greater, in the future.

+2 votes   media: Basic Environment Sounds
SinKing Oct 19 2011, 11:37am says:

I used only the free SDK to create this map. I used Mudbox and Worldmachine for the heightmap and painted in the heightmap textures in Photoshop (World Machine outputs masks for easier painting). The only custom texture used is Sand, because there is none in SDK; just a template. It took about ten minutes to make a sand material. CrySDK is simply a great asset base and you can replace and modify any existing mesh/texture, etc.

I started on the 5th, so it's been about two weeks and sum. I had zero knowledge before and already learned much new for the next time I'm mapping. First of all - I'm not gonna make it so ******* huge ;)... seeya

+1 vote   media: Black Flag
SinKing Oct 18 2011, 8:05am says:

The new SDK is also based on a newer version of the engine. I'm gonna have to instal it and check it out.

+2 votes   article: CryENGINE 3 Free SDK - Update build 2572
SinKing Oct 13 2011, 12:26pm says:

Cool Matte! I wonder why we are so fascinated with the end of days and lving in the aftermath. I guess it just makes for good games and movies!

+1 vote   article: First Environment Art
SinKing Sep 24 2011, 12:46pm says:

Fun idea, fits the retro-futuristic idea.

+1 vote   media: Omar and his robot
SinKing Sep 19 2011, 8:02am says:

It's hard to find programmers, because they can afford to get paid for the job. Also, UDK for example is constantly updated, so you need someone experienced to decide which core version to use and when to upgrade.

However, animators are really difficult to find, too. Because their work is quite intensive they tend to leave everything unfinished. It's always easy to find beginners of either discipline, but to find people who are experienced, can take constructive criticism and are reliable - that's a hard thing.

+13 votes   poll: It's hardest to recruit (or find) talented
SinKing Sep 18 2011, 3:28pm says:

You must be a genius to do all this work. The engine has a very special feel to it and it's getting better every time I see it. Well done!

+1 vote   article: Particle System Improvements
SinKing Sep 10 2011, 4:35am says:

Arma 3 has CORNFIELDS!

amazing new feature ;)

Love the Arma Series and I agree with Huey358. Same for me.

+1 vote   article: New ARMA 3 official website launched
SinKing Aug 27 2011, 2:50pm says:

I didn't even watch the video the first time. I always liked the way Da Vincy portrayed cats and mixed some dragons inbetween; similar anatomy, sneak and sly.

I think why it is difficult with cats is because they are very flexible and their movement comes from the rear, pushing forth. Maybe for the cats it would be interesting to walk more on four than two legs. They would be completely exceptional in this world. Maybe older than the other races - and somehow I can see how a cat can be turned into a Dragon... there might be some story in this for you to exploit.


+1 vote   article: Art asset overview video + PAX info
SinKing Jun 20 2011, 4:44am says:

Did you model just a grid for the cockpit? It looks a bit thin and the round parts seem wrong in perspective. Like the vanishing point is too low (vp is always on eye level of the viewer).

It looks good and interesting, I hope it will be a bit lighter in the final version. Also, good you are not using Scaleform - in most games it doesn't make all that much sense, and since so many games use it, it's actually more originally not to use Scaleform now :)

+1 vote   media: HUD Ingame (Currently In Dev)
SinKing May 24 2011, 7:57am says:

Did you use Spotlight in ZBrush to carve that flesh in, where the skin is open, when xou created the model. Your Zombie sure looks better than Zombie Island's. I'm interested in the modeling process and if you can give me some ideas about it.

+2 votes   media: Contagion - Police Chief Nick Wallpapers
SinKing Apr 9 2011, 6:31pm says:

50 Miles downhill, 10 Miles uphill :)

Cool car, cute looking and impressive (for some strange reason) at the same time. State of the art car :)

+2 votes   media: 1912 Renault Towncar
SinKing Nov 14 2010, 3:06pm says:

Matte Paintings are great - and this is a very good artist. I wonder how much time he spent making this and how he organized the painting. Very nice!

+1 vote   media: concept
SinKing Oct 24 2010, 4:30pm says:

Thanks. I'm still working on it, looking for some detail to add.

+1 vote   media: Athena_Logos
SinKing Oct 6 2010, 5:46pm says:

Six weeks seems incredible for this, though certain content is a bit underdeveloped. However, you should keep working with Unity and release an improved version on their new engine.
Rethinking/Expanding the combat system might also give the game more depth. but great achievement in so little time!

+2 votes   article: Bloom update is live!
SinKing Sep 28 2010, 10:01am says:

It's simple, really. The hotel I took from a photo and added the rest - which doesn't look as neatly as the hotel. Then you just need a basic understanding of color and light and you start painting over with the biggest brushes possible.

I also use a variety of different layer types, mostly solid color(on overlay), color, multiply or screen layers. It's something between painting and matte painting, where you have to be much more accurate about the samples.

+1 vote   media: night_shot
SinKing Sep 18 2010, 6:41pm says:

pointy... errr remarks ;)

lovely concept. I have to agree with that guy on the main site though. It would look cool in this realistic style. Cel Shading has pretty many negative side effects, and I like this stylized realism a lot.

0 votes   media: Conceptual Artwork
SinKing Sep 10 2010, 7:29pm says:

It'll be an easy fix, I could fix the table in five minutes.

+1 vote   media: Athena_Central
SinKing Sep 7 2010, 7:50am says:

So will this be animated ina WAllace and Gromit Style, too. Or are you going for a realistic feel in a stylized world? I feel this should all be stylized and will work very well.

0 votes   article: Bringing the Clay War world to life
SinKing Sep 4 2010, 11:43am says:

I don't like Sketchup. Brushes had no pressure sensitivity the last time I tried. I don't understand the point of it, to be honest. If I want to sketch nothing beats pen and paper.

+1 vote   media: Los_Muertos
SinKing Sep 4 2010, 11:42am says:

I'm not always sure what you mean by tracing booman. I used a photo and masked the pier part out of it, I don't draw in any additional helping lines, because I often find myself following perspective lines too rigdly, destroying the organic impression I want to achieve.

It could very well be that similar pictures are found in artbooks, or on people's walls. I'm a big fan of Dylan Cole, who I've learned some tricks from through tutorials. Thanks for your comments. Glad you like it!

+2 votes   media: take me down to...
SinKing Sep 4 2010, 7:02am says:

Ears aren't positioned "next" to the eye; not even when they're stitched on. If you correct this he'll look a lot better. Anatomy is a bitch ;)

+4 votes   article: Meet… The Infiltrator
SinKing Aug 31 2010, 6:52pm says:

In this one yeah, I did use shift a lot. Usually I avoid it, because lines tend to become to stale and color too monotonous if you paint like that. Generally, I see a difference now between drawing and painting. Drawing is about contrast and often about showing expression though line-style. Painting is about color contrast and shape. If I paint I try to get rid of lines to avoid slipping into drawing motion.

+1 vote   media: night_wip
SinKing Aug 31 2010, 12:33pm says:

What are real time effects in PS? I'd really like to know what you mean by that.

+1 vote   media: Athena Zones
SinKing Aug 30 2010, 6:01am says:

That photo is great! Great idea and well done. Made me laugh.

+1 vote   article: Vietnam Glory Obscured - 6 Years Strong!
SinKing Aug 26 2010, 9:39am says:

The textures will make the difference. Really awsome model of the AK.

+2 votes   media: Ak47 DONE
SinKing Aug 24 2010, 7:32pm says:

Professional at work! Looks fantastic - and all is custom made content,for Athena only! Great, great, great!!!

+1 vote   media: foliage try
SinKing Aug 19 2010, 3:28am says:

Beautiful! I love how smooth Outerra streams content in. No pop ups, no misplaced shadows - you actually seem to be ahead of the Real Virtuality Engine in that regard.

If anything the shadows from your primary light source should be harder. At the moment it looks like the only source of illumination is the secondary light source (the sky), since most shadows seem too soft and blue.

Great update! Keep it up!

+3 votes   article: Himalayas trip
SinKing Aug 16 2010, 4:15am says:

Funny - just yesterday I asked myself what became of the project. So here's another map... when will you show some characters?

+1 vote   article: Morituri vivunt diutius
SinKing Aug 14 2010, 8:25pm says:

Great-looking rifle! The scope looks a little tagged on and I wonder why the top of the gun has ribs when the scope is fixed.

+1 vote   media: RedCell gun
SinKing Aug 14 2010, 8:14pm says:

This is a superb concept. Great artist!

+1 vote   media: Nano turn around
SinKing Aug 7 2010, 2:42am says:

this buggy looks supereasy and fun to model

+1 vote   media: Spider Mobile
SinKing Aug 6 2010, 1:15am says:

I'm all for Chrome, even though Unreal Engine looks top since it's latest update and has all the tools and info. Instead of getting ripped off by EPIC, you will actually be able to keep your money and use it for a follow up project. If Unreal was the best solution, games like Overgrowth and Natural Selection wouldn't need to use custom engines.

Of course I'm not all knowing like Santa, but I think Chrome works with CC on the spot, while Unreal would have meant a lot more tweaking from the start. Considering the CC style the Chrome engine can deliver very well.

+4 votes   article: A history of engines...
SinKing Aug 5 2010, 2:12am says:

Maybe we can pimp it a little, like that :


Remember that those "normal" guns are just part of one outfit. The other faction will have less standardized guns and I expect those older and simpler firearms to receive some upgrades during the matches. It's good modeling practice, but I hope we'll see cooler models in the future, too.

+2 votes   media: Glock
SinKing Jun 4 2010, 4:36am says:

this concept has been updated: barrel is a bit longer in the new version and the handgrip is at the right angle now. Check it on my profile.

+1 vote   media: TM-10 Assault Rifle
SinKing May 29 2010, 3:34am says:

I'm sorry to say Second Dimension is dead. We are currently developing a game called Space 3102. Maybe some of the game mechanisms from SD will make it into Space's ground combat.

Got some good artists and the communit is growing. I'd appreciate your watch!


+1 vote   game: Second Dimension
SinKing May 17 2010, 4:19am says:

What spead to develop a mod with, respect! Looking forward to some environments and what's next.

+1 vote   article: Another update yet again :D
SinKing May 4 2010, 8:08am says:

Say, can you post how one of your brushes looks in your profile pictures? I tried making (architectural) brushes off some skyscraper photos I cropped, but I'm not so happy with the results (blurry, not enough contrast). Do you work with high resolution images, when you make brushes? Do you apply filters to some of them? It's a cool technique and I want to create my own library, relying only on a few Photoshop brushes.

I know I have a lot to learn, but this is good experimenting and I wanted to make my own brush collection for a long time, now.

+1 vote   member: Sixton
SinKing Apr 25 2010, 4:39am says:

love thy decal, respect the props ;)

+1 vote   article: Dev Diaries: Respect the Props
SinKing Apr 23 2010, 12:46am says:

Yeah, where is the black rain from "Hiroshima mon Amour"? Without black rain this mod is totally unbelievable ;)

+1 vote   media: Belfast 1981
SinKing Apr 22 2010, 12:38am says:

Potatoe gun - nice ;)

+1 vote   media: Federal Riot gun (FRG)
SinKing Mar 28 2010, 9:20am says:

I thought this was a GTA style game, but focussing on bank robberies. Kinda odd - why would I think that?

+1 vote   article: Grand Heist - Update #3
SinKing Mar 27 2010, 5:42am says:

very blue... swimming in paint?

0 votes   media: Fractured WIP
SinKing Mar 3 2010, 7:41am says:

cool! glad you sorted that out. Seems that Valve understands the potential of this unique and fun game.

+2 votes   article: NS2 coming to Steam!
SinKing Feb 14 2010, 2:37am says:

I'm always amazed how well Unreal Engine 3 fits the style of your project. Sure, it looks a bit stiff at the moment, but environments and atmosphere really take the right direction.

Hopefully this will be the first enjoyable Terminator game. It's about time somebody made one. Will there be a story of its own to it?

+1 vote   article: Fps Terminator-rebuilding the gameplay.
SinKing Feb 11 2010, 1:56am says:

I think most of your questions burn down to one answer: pre-release!

Even after all those years of watching it, I'm not entirely sure what Crimson Crow is about, or how exactly it will be played. Either feed us relevant information from the development doc, or (better!) release a prototype map, with just some key functions of the game working in it.

The release of a prototype will put you under the pressure of being watched (even scrutinized) by gamers. I'm sure there will be some unneccessary comments by people, who don't understand the purpose of alpha releases. On the long run you'll ensure quality control and keep the community alive. After all the feedback CC gets already that should encourage you to make a more public approach.

+1 vote   article: Opinions and updates
SinKing Feb 2 2010, 6:11am says:

a little brighter paper would look better. Cool stuff though, I like it.

+1 vote   media: Hanako Castle Loading/Instructions Screen
SinKing Jan 6 2010, 1:40pm says:

So we'll be able to play Natural Selection with rabbits?

...just joking! Interesting bundle, almost a 241-price.

+1 vote   article: The Organic Indie Preorder Pack
SinKing Dec 10 2009, 2:00am says:

Aight, thanks! Wonder why they don't show as iso, though. Usually Daemon or Power ISO recognize the format.

+1 vote   article: TNM Official Sound Track Released
SinKing Dec 8 2009, 6:57am says:

What always bugged me about this mod is the "fall-dowb-and-start-all-over" setup (I would have prefered a 10 sec replay option). Now maybe with the rope you can safe yourself in some cases, so that's good.
I also never got along with the controls very well. It felt like I was tapping too many buttons at one time. I suppose that's something that goes away with more practice, yet I never got past the first maps before I lost patience. Let's try this version, see what it can do for me. Maps are looking beautiful and interesting.

-3 votes   article: Kreedz Climbing Beta4.2 Christmas Release
SinKing Nov 21 2009, 7:23am says:

What if some want more than a hug ;)
He,he - cool idea!

+1 vote   article: Character Concept Art Completed
SinKing Nov 15 2009, 5:39am says:

cool character models. The arms on the Nod Rocket Officer look a bit strange though.

+1 vote   article: Renegade X - 0.40 Beta, Trailer, Pictures, and More!
SinKing Oct 20 2009, 7:48am says:

Looking forward to the NT_bullet map, which was in the original trailer!

+2 votes   article: NT Client Patch 10.23.09 out this Friday
SinKing Oct 17 2009, 6:59am says:

What are they serving in that restaurant? Marihuana? ;)

+1 vote   media: Gizeh map WIP (restaurant)
SinKing Sep 25 2009, 9:10am says:

Wow - that's a huge step ahead. Congrats to Sony and Epic for doing this.

+1 vote   article: UT3 Mods for PS3 get custom sound support
SinKing Sep 22 2009, 11:13am says:

Which Engine is this based on, or is it really completely custom build?

+1 vote   article: Grappling Hook Released!
SinKing Sep 20 2009, 3:42am says:

I unpacked it into sourcemods, but it won't show in my list (not even after restarting). It's right next to Dear Esther and I know this is the right folder.
Any ideas?

+2 votes   article: Korsakovia released
SinKing Sep 20 2009, 3:35am says:


don't use microwave oven when the room is on fire!

+1 vote   download: Korsakovia
SinKing Sep 13 2009, 4:47pm says:

I think some safe points could be a bit more generously distributed. When I died by falling into the watermill I had to start in the gardens again at the situation where you have to shoot those three guys in the trenches. That isn't a favorite moment in games, so I quit my playing there for today.
However, level design and everything else work flawless. Guns seem to spray their bullets a little and it's a shame there's no ironsight. But I enjoyed playing it today and if I don't fall into the watermill again, I'll probably finish it next time. Nice mod!

+3 votes   article: Strider Mountain is Released!
SinKing Sep 12 2009, 6:11pm says:

Can you enter that thing through the hatch? And is it drivable - like 2 miles/hour ;) or is this only a prop to make your map look nice?

Cool sandcrawler. Good texture detail that really does the trick.

+2 votes   article: Introducing: The Jawa Sandcrawler
SinKing Sep 1 2009, 2:49pm replied:

ah alright, it was easy. Apparently I simply don't have the same folder structure as was supplied with the shortcut. I didn't check that until now and changed it according to my Unreal installation.

Sorry about the double post, but Firefox crashed (and I have no numpad)...

+2 votes   article: Prometheus v3 Released!
SinKing Sep 1 2009, 2:41pm says:

there is no readme. there was a shortcut supplied in the zip-file, but it doesn't work when I install in the allocated folder

+2 votes   article: Prometheus v3 Released!
SinKing Aug 31 2009, 3:03am says:

Please define great! The movie was popcorn entertainment and not good in any other way than its stunt driving and vehicle design. That's not a big problem though, because DR 2000, the original movie, sucked even more. Yet, the original had some comic touches, like running over a band of senior citizens with Rollator. Please try to put in some of the tasteless stuff from the original and make the racing itself dependant on gadgets, like in the bew movie.
Who would determine what extras are on though? There is no controller and I guess they would either have to switch on and off randomly or be on all the time.

0 votes   article: Death Race Mod
SinKing Aug 24 2009, 10:07am says:

We come across one chemical symbol pretty often along the road and I have always wondered what it stands for. Can you enlighten me, please? I think it's not on this picture, though, I remember it is on the steep cliff, near the end of the journey.

0 votes   media: Dear Esther
SinKing Aug 20 2009, 6:26am says:

Nice! Does it tailor new clothes, too? ;)

+3 votes   article: Infantry Portal Reveal
SinKing Aug 18 2009, 11:35am says:

Pfft timstro - you might as well say "...and they still sit in cockpits". Why not have missiles - if they are heat-seeking, space is a great place to fire missiles.
Cool fighter, I like all the models so far!

+2 votes   media: Light Fighter by: Theunis (Flanker)
SinKing Jul 17 2009, 8:11am says:

Cooler character concepts than your current characters - I guess you found a new artist? This looks very good and I like the humor. I think it would be a novelty if part of your humor finds a way into the mod.

+1 vote   article: Welcome to Durian
SinKing Jun 29 2009, 1:07pm says:

Nice shadowplay! What would really be rad in any game is if the snow would actually pile up slowly and eventually become slippery ice.

+1 vote   article: Rain, Snow, Decals and Lines
SinKing Jun 27 2009, 10:29am says:

you need to make a proper installer, I gave up halfway through and compared to the other mods it's too much work. I know this is supposed to be part of the modding idea, but when everyone else gives me a full installer, why should I check for Unreal Version and look for character folders, etc?

+1 vote   article: Cheeks of Steel v1 Released
SinKing Jun 23 2009, 5:42pm says:

Makes sense! I actually didn't think about coherence when I asked for a demo, I just wanted to get some aiming and shooting practice.

+1 vote   article: DAWN OF THE DEAD - New Screenshots & Video
SinKing Jun 21 2009, 6:03am says:

I thought the same - it looks ajar for some reason, but maybe it's not supposed to be straight over the barrel. I play ArmA - image reminds me of it.

+2 votes   media: M249 ECLAN Scope
SinKing Jun 12 2009, 3:52am says:

Well - redraw them. That's what you do when you're creative. Do the same **** over and over again, until somebody likes and buys it.

The new concept map looks awesome - green on the inside desert outside? I like that and it reminded me a little of the barren lands in "Vexille", a pretty strange animation film.

All I want to criticise is that your thumbnail pic for this news release is not really a picture, but just some tiny words on black. Perhaps it is time to think about creating templates for these releases? You'll need a 2D-Expert for hud and decals anyway, or do you?

+1 vote   article: Dev Blog #1
SinKing Jun 5 2009, 4:14am says:

Wale vs large-*** crocodile ;)
I didn't know the game has underwater portions. I don't want to play it, it looks too real and I'll get a heart attack :)

+1 vote   article: Update
SinKing May 30 2009, 8:38am says:

Where is Dr. Manhattan? I'm looking forward to trying out the new version! I think there were so few original mods in the contest so far that it doesn't matter where you got the idea from. The implementation counts, and I expect this will be brilliant when done!

+1 vote   download: Prometheus v2.1
SinKing May 30 2009, 5:53am says:

I'm translating this mod too Nickelpat. The problem is Titobruni is Spanish, so if you want to help, it would be good if you speak Spanish.

Lot of work coming my way for the rest of this year, but I think everything will be worth it.

SinKing May 28 2009, 5:54am says:

that's probably because the Lego Batman was inspired by this one. In the final mod he will hopefully be more high-poly and have some visible eyes behind that mask.

+2 votes   article: batman is like...
SinKing May 11 2009, 8:49am says:

Intense - I think they must be clones or rabbitmen themselves! I never understand how this team operates, but I surely wish them to be successful and I'll definately buy this game for it's modding capabilities - always the best reason to buy a game, for me.

The whole rabbit of war game doesn't appeal that much to me, yet. I think I need to see more actual gameplay and understand what this is. To me it looks like an adventure game, however it's supposedly FPS with a couple of rides and puzzles.

+2 votes   article: Intro to post processing effects - HD Video
SinKing May 11 2009, 8:41am says:


Yes they do - though a lot depends on the engine, true! I know, because Mech Override is a large project. To get five different characters done in full detail, making them credible and detailed took us almost a full year of work.
That starts with a proof of design, concepts, refined concepts, prototype and final high-poly mesh. Then you still have to make LODs, especially for a project with a long viewing range, like Aero Empire.

You will need a good organisation and good core team. The core team should feel responsible for the project, whereas freelance contributors should feel responsible for their assets, only.

I like a project like this, but before gettting started it needs good organisation. It's a struggle otherwise and struggles tend to cause bad atmosphere and internal unrest. As much as I want this project to get developed, I also know that it will take a strong leader to set it up right, from the the start.

It's good this is Cel-shaded. Takes away a lot of the detail-work. However, if you want to render world and character using the same shader, it's bound to look odd. Looking forward to more info!

+3 votes   article: Initial Project Update
SinKing May 1 2009, 8:54am says:

Yeah, too few peopleplay this. It has a few flaws and gets monotonous due to the city defense, only. However, this is a great game and if more people had the full version it would bemore fun than playing with AI. The later levels are hardly do-able with AI by your side.

+2 votes   article: Iron Grip: Warlord Review
SinKing Apr 30 2009, 1:06pm says:

So there is the famous piece of the pie and I hope it's Cherries and not Cranberry. So what about it then? Everybody make an iPhone game now and be rich?

+1 vote   article: The impulse market
SinKing Apr 30 2009, 4:59am says:

oh lá lá - this comes out good. How about some information about the full game? How many maps are there, and will there be user maps?
It seems like Biolab and London City and one or two more are in the game. Seems you also returned to the survival only. I liked the story-driven maps like The Hive better and would have loved a map like that.

However, it looks great on the slightly newer engine, and since it has zombies the game will sell anyway. Killing Floor days are over for me.

+3 votes   article: Killing Floor Pre-Order Available
SinKing Apr 14 2009, 8:32am says:

what the hell - is that a player model in front? Looks like a small mech by itself :)

+1 vote   media: Oro battle tank - four variants
SinKing Apr 6 2009, 3:18am says:

Nice! Now that BSG is over we need this game! Though, since a couple of seasons fighting Cylons is not en vogue anymore and there are good and bad Cylons...
...hted how they ruined the show, but I loved season 1+2, when Cyclons were stilll Cylons and fighting was still frakking.

+1 vote   article: Diaspora - Release Date Info and Cylon Basestar Update
SinKing Apr 3 2009, 9:17am says:

Why not move to Cryengine 3 right away. Or are you going to release in 2009?

+1 vote   article: Obsidian Edge moves to Crysis Warhead SDK
SinKing Mar 27 2009, 6:04pm says:

I think the word most used in their description is "scalable". Everything is scalable to no end, even character detail. You can actually see that scalability in the video, as in the °360 version some background foliage is missing.
I think what becomes very clear is that the engine is meant to be fast to develop with and easy to use. It really depends on how well the components like the vehicle creator work. If really that little code is involved and it still works well,it will be a great engine for modding - for consoles too, maybe! (waiting on anouncements about that part)

+5 votes   article: Engine Spec
SinKing Mar 21 2009, 1:43am says:

You're making real big progress here. Comparing this media release with the prior one, I see higher quality in everything. It's true those static meshes look a lot like something Valve makes, but they are well-made andto some people's dissapointment that's how they look in reality, too.

Very nice update!

+1 vote   article: Last Hope Preview
SinKing Mar 15 2009, 6:21am says:

Good choice! Change to Maoli engine when its finished, or even license Cryengine 2, if the hype is big enough. Seeing how little it is used by other developers Crytek would probably support a project like that.
Some of the good Crysis mods are dying, Jurassic Park and Predator are the ones I believe will survive, simply because they don't try to bend the gameplay into something else. And you can rely on a working story and chain of events.
Good luck, I'm really glad its back to Crysis and hope you keep on development as before. Going commercial/indy is always tempting, but it can destroy a team, long before generating any money.

+1 vote   article: Jurassic Park Returns To Crysis!
SinKing Mar 13 2009, 6:00am says:

that's one hell of a good concept artist. What's the program he uses when painting the ugly boss at the end of the vid? Is that Open Canvas? I thought it was Sketchbook, but the interface looks different from mine.


+3 votes   article: Encore Sub-Level 1
SinKing Mar 4 2009, 11:36am says:

Nice work!
the houses and telephone boots look a bit small compared to the harrier, though.

+1 vote   article: 1985: memoirs from London
SinKing Mar 2 2009, 6:28am says:

Hah, you make really cool stuff! How do you manage to create your own engines and make games with a team of seemingly...two people?
Probably wrong about the 2, but thought I'd get a laugh and indeed I'm laughing, now.
Stronghold was a great game, but there was a lotto improve. I think you create something a lot of people would like to see more of.
What I really enjoyed a lot, too was Tropico. I think it should be possible to make it into a new game and expand on your socialist vs. capitalist choices.
I like you. Will you marry me?

+3 votes   article: 0 A.D. 2009 March Update
SinKing Feb 23 2009, 6:53am says:

Hey that's the same mountain you used in the physics demo, or is it? Don't plant trees on the tops of high mountain-peaks, unless for demo purpose. It spoils the realism of your landscape.
Interesting idea would be to incorporate landmarks into the planet-system. As a place where people gather to watch a sunset together or explore and race a crazy canyon and this sort of stuff. Interplanetary hotdog-dealers might even build a booth there.

+1 vote   media: Terrain engine
SinKing Feb 11 2009, 5:54am says:

*Sighs* - how often are you gonna release this video? First time I watched it I thought it's nice to see an Alpha Trailer, but since there is nothing much in the vid, except terrain, it seems to overexcerpt itself.

Now that we all know it's possbile, you can post a HD version right away, next time?!
Still - great engine, great project. I'm watching this (Phoenix) Engine, Maoli and the Genesis Device Engine. Each has unique features and interesting technology, Maoli being the most advanced, but least ready.

+1 vote   article: Overgrowth alpha fly by video - high definition
SinKing Feb 9 2009, 7:18am says:

...is this your gun, or are you just happy to see me?


+1 vote   media: Warm Gun Jan Update
SinKing Feb 1 2009, 6:44am buried:


I lold at the perspective. Why would you try to work with so many circles, when you can't draw ellipsis in perspective? The front part and the "T" wing part are too far in the front of the picture and the entire head of the station is wrong.
I really see the quality of Koshimes work now, as he would sketch things in an hour that looked better than this and had great color value. Infinity's decline beginning? -Stop making new ships!

-9 votes   media: Space Station X
SinKing Jan 28 2009, 3:03am says:

Looks more like a goblin than a statue, but nice nonetheless. This Icon of yours made me realise (again) how different light color and paint color mix. You can surely create some very appealing quests on this basis, turning colors into light and vice-versa.
The game could become a real flagship for, err cranial development?

+1 vote   article: Lux Update
SinKing Jan 25 2009, 4:21am says:

I just watched Episode 12, Season 4 and man they are struggling to bring some sense to the series. I used to love BSG during Season 1, was still impressed by Season 2 and then watched the show go down the drain completely. Too many boring questions raised, which never get an answer, too much talk on the shallow side and not enough action. I think the whole Cylons-as-our-allies thing turned the script over and made the series lose it's purpose. It's all a wicked, mythological, technological endeavor and the show's writers are probably going to come up with a most ridiculous solution to the story.
This mod reminds me of BSG's better times, when it still had a working story and a lot of glorious moments, either in space or during sparring on the Galactica. It's just like with Prison Break - you start to love the shows, then they get ruined season by season and you just hope they can somehow reach the end and bring back some depth in the final few episodes.

+1 vote   article: Battlestar Pegasus And Colonial Cockpits Update
SinKing Jan 24 2009, 5:16am says:

Dude, you paint the whole thing in perspective and then this one pissy truck has to stand out with all its wrong lines and weird wheels. Could have done better on the finish - any yeah, that truck is somewhat large and the ramp is somewhat steep.
Otherwise a nice concept.

+1 vote   media: Spaceship concept
SinKing Jan 9 2009, 7:24pm says:

looks decadent?
very nice, have to watch!

+1 vote   media: Screenshots from the map Boulevard
SinKing Dec 29 2008, 9:07am says:

Hmm, i never even knew Cyan Worlds made anything after Myst, let alone an MMO. This is very interesting from a writer'S position and I have to look into it and see how you setup storyline in this game and if it'S possible to create some cool interactive fiction with it.

0 votes   article: Myst Online URU Moddable?
SinKing Dec 4 2008, 2:53am says:

You have been an arrogant band of fools, when you were still working on BTRL. How you ill-treated community interests and the aggressiveness on your forums will never be surpassed.
I hope this is not the continuation of bad behaviour and hybris, but finally about the great game BTRL failed to deliver. This looks like you have pulled yourself together though, instead of arsing around you actually have a lot of work going, now.
good luck.

+1 vote   article: December Update
SinKing Oct 11 2008, 4:26am says:

No, didn't download it yet, because you don't mention the changes made. I might download it out of curiosity, but you could advertise a little better.

+1 vote   article: New Release
SinKing Oct 6 2008, 5:17am says:

seems superprobable bakehouse, since it's a newer engine than Crysis', even though the improvements may not always be visible.

+1 vote   article: News Update #1: Road to Berlin
SinKing Sep 8 2008, 2:34am says:

It isn't Pirates, Vikings, Knights and GoGo-Girls now, is it?

+1 vote   article: Beta 2.2 this Friday!
SinKing Jul 27 2008, 4:18am says:

Not bad. Good editing and camera work. I wonder how much work it was to lip sync the characters dialog? Pretty handy most characters wear helmets, I guess.

+1 vote   media: Combine Nation: Episode 1
SinKing Jul 23 2008, 9:45am says:

Tunnel is cool, but that terrain above it and to the right is so clean cut it looks like the ground is made of concrete. Maybe add some bushes and rocks to conceal the hard corner, in some places? Would also go well with the trees behind it.

+1 vote   media: Gate II News Update
SinKing Jul 16 2008, 2:53am says:

I like this better tan Crysis already. Great Quality of the video and content!

+1 vote   article: X32I New Video + Progress Report
SinKing Jul 14 2008, 5:18am says:

Watching mods is such a pain in the *** - they never update and when they do you wish there was tons more of stuff to show...

Hi Fati, how's it going? Did you get your troop transport into any game, yet?
Keep in touch, or I will!
Uhaa, yes: and thanks for watching MechOverride!

Kind regards, SinKing

+1 vote   member: fatiboombati
SinKing Jul 14 2008, 4:25am says:

Cool! I love your tutorials and think it's a great thing you create them for the community. Also it's a very good way to keep your name "on the list" and not disappear into occasional media releases.

Good job!

+1 vote   mod: GhostWriter
SinKing Jul 14 2008, 4:09am says:

Reminds me of an old "pirate" joke. Guy comes walking into a bar with one wooden leg, a hook and an eyepatch. The bartender says" Blimey - what happened to you? Last time you walked into here, you looked perfectly normal."
Pirate answers: "Yarr, ye know the life! First a cannonball hit my right leg and in the next battle I lost my hand in a swordfight."
"What about the eyepatch? Where did you get that?" The barman asked.
"Well, it was a calm day, no wind and a flock of seagulls flew across deck. I looked up and one of them shat me in the eye."
The bartender shakes his head.
"Odd, I have never heard of anyone going blind by seagull-poop"
Scratching his head the pirate replies:
"It was my first day with the hook..."

+5 votes   article: Beta 2.1 out this week!
SinKing Jul 7 2008, 1:13pm says:

If you use no custom sound files this can go onto PS3, but that would be a shame, because it's probably funniest with some lego-soldier voices. Cool to see it coming to Unreal - is this project affiliated with the BF2 mod, or are you different people?

+1 vote   article: [BrickIt News] #1 – Changes!
SinKing Jun 28 2008, 12:39pm says:

Good ole Killing Floor still alive and kicking zombie butt!
Nice to see - and yes Monk, this is a great mod. Gave me quite an addiction for half a year.

+1 vote   media: Killing Floor 2.5 Trailer
SinKing May 22 2008, 8:47am says:


I wonder why people, who have such technical skills don't manage to create something I haven't seen in a million places before. Good work, bad art.

+1 vote   media: Warlord
SinKing May 8 2008, 3:16am says:

these development shots look very sweet. I hope to see some of the good mods for Crysis can become reality.

+1 vote   article: Exodus Bi-Weekly Update #5
SinKing Jan 3 2008, 5:42am says:

I'm confused - how come there are two mods with almost the same content produced for Crysis? Lost World switched engines - I think - from the engine that drives ArmA to Cryengine2. They are already producing content for a year or so, yet you seem to progress much faster. When do you expect to finish your project, as of now you are making giant steps!

Congrats on all the releases, really looking good!

+1 vote   article: Jurassic Park - Vehicles
SinKing Dec 19 2007, 10:06am says:

you work very quickly and have a great style. I hope you cab keep up the pace, so this one will be one of the first good mods for UT3. The game looks like a whole lotta fun to me.
Pick up the funny lines from PVK's and translate them into Wild West feel and you'll get a hilarious game.

+1 vote   article: Warm Gun Media Update / Seasons Greetings
SinKing Dec 5 2007, 3:08am says:

Sounds good!
It's Speznaz, though - isn't it?

+1 vote   article: Don't be Paranoid about wasting your time with this one
SinKing Nov 7 2007, 1:57am says:

Good to see progress. I'm really liking your mod, the maps have ambience. Watched!

+1 vote   article: Carpathian Crosses: November Update
SinKing Oct 31 2007, 11:23am says:

Hey Mr Cyberpunk,

I just read your post on blade runner's different endings (in the sandbox vs linear gameplay thread).
I have played Blade Runner, but just once and I didn't know it had different endings. I don't own the game any more, so don't force me to find it and replay it.

What different endings are there? Can you sum them up and send me a PM or leave a comment? Please...I'm really curious and things like these can help me jump different trains of thought.

+1 vote   member: formerlyknownasMrCP
SinKing Oct 16 2007, 3:17am says:

Your making good progress. Seems like you learned a lot of DoomED lately, since your levels are so great and use a couple of trigger functions lately. Interesting style, vaguely remings me of Myst, taking place in a Sci-Fi universe...or in your mind?

Keep it up, seems very good work, especially since this is all Doom3 and mods are rare (at least on Moddb).

+1 vote   article: Mind - Third media release
SinKing Aug 9 2007, 1:51pm says:

Nice collages (or matte paintings), but what do these images have to do with Madagascar - even a future one? You do perhaps know that Madagascar has unique scenery and flora and fauna, so I hope you will show some of that, too.

Otherwise just pick Sansibar, there's nothing special there, so noone would expect you to reflect upon the islands unique topography. It would be cool to see some parts of Madagascar turn to computer life, though.

+1 vote   mod: The Copernicus Project
SinKing Jul 23 2007, 7:46am says:

Great to know someone is working on a worthy successor for Dungeon Keeper. I can't wait to see some visuals, but besides from that it seems a very good idea to give this game another life. Great thing, hope it works out!


+1 vote   game: Natural Born Keeper
SinKing Jun 28 2007, 1:42am says:

It's only a Z-Brush render, isn't it? Look alot better than ingame models these guys. I just wonder how they look ingame - have you tried putting them in BlitzED already? I'm really curious how your magnificent look will translate into the later game and I will be really dissappointed if it doesn't look as good as the renders! All the renders so far however are of amazing quality.

+1 vote   media: New Kennedy
SinKing May 26 2007, 7:43am says:

Yes! This seems like the first decent POTC game. It is good you emphasize on the fact that this is not like the terrible original game, but a total conversion of it in terms of actually making a playable game outta the **** they sold as the first POTC game.
I wanna try this very much, as I am an avid fan of sea fights and even more - of tea clippers and big sailing ships. Will be great to give it a run.

+1 vote   article: Live the movie! Pirates of the Caribbean on Mod DB
SinKing May 21 2007, 10:59am says:

The best engine in the world is not yet comlete, but I guess playing with BlitzED can't do no harm. If you feel like sharing your experience you can write a tuturial about the next generation of UnrealED. I see a lot of mods working with Roboblitz's ED, but I don't think that makes a whole lot of sense other for tryout.
Why did you chose to start production on this early editor version and not wait for the real thing to come? Just for the experience? Or...

+1 vote   article: ProjectX announced
SinKing May 20 2007, 5:22pm says:

You have to be bold and say: This game will be release this fall...then you postpone it DNF-style and you will amass millions of fans. Women will want you for your fame and women will want you for your money. And women will want you.
You draw really nice now. Maybe you should think about investing in some artist pens, which have a nive ink flow and make your drawings a tick cooler. Od course that's a question of balance and pay and you gotta invest for those buddies. I always love your updates!


+1 vote   article: Shiver Me Timbers!
SinKing May 7 2007, 11:46am says:

This is one of the most professionally led mod teams I know of. I don't know why they choose to make that incredibly boring game, but wherever they are going with it, they squeeze the last juice out of that Orange formerly known as the Unreal Engine 2. Visually this is one of the pinnacles of modding for me, but the environments and the gameplay never make me want to play TO:C for longer than a night or a half.

It's a good mod after all, just not made for me. Congrats on the latest release 1.6, eh, oO, :e, errr 1.7?!

+1 vote   article: TO:Crossfire 1.7 released !
SinKing Apr 12 2007, 3:47am says:

that was a quick skinning job! Looks good in red.

+1 vote   article: New Team Member and Another Model Ingame!
SinKing Apr 8 2007, 2:36am says:

Your progress is satisfactory.
My scanner says there is a 99% probability this mod will survive.
Live long and in prosper and never mind the bad quotes.

+1 vote   article: FirstStrike Easter Treat
SinKing Mar 28 2007, 11:49pm says:

It's amazing what your team manages to do, to polish a good mod for its final release. I have been following Empires for years, playing it every now and then, always waiting for aeroplanes, since day 1, of course ;-). All your design decisions so far were really good in my eyes, but I wish there were more defensive measures for your base against enemies. It will probably all be perfect, once there are planes in this.
Modding Steam to this extent deserves some applause. You really had to fight against the glitches and in my eyes you have won the game!
Thank you for making this mod!

+1 vote   article: Overdue Update
SinKing Mar 26 2007, 2:00pm says:

That's a great idea to paint and especially, to get your ship dirty. You could imagine people making a business out of opening washing-stations, to return your ship to former beauty. Or you would just be gritty pirates or smeary vendors. The look and state of your ship can tell others a lot about you at a distance.

I like the action, this is a mad engine.

+1 vote   article: Infinity AseToBin
SinKing Mar 21 2007, 2:12am says:

I think its a brilliant decision to keep it black and white. It already showed in the first, untextured renders that this game gains from using only contrast. I have been waiting for updates on your mod and it looks very nice already - lacking some details in the textures only.
I like the pencil drawn textures, but they could be drawn in a way to amplify the objects shape. To draw them a little darker towards corners would do wonders, I think.

+1 vote   article: Ingame Shots
SinKing Mar 16 2007, 12:09pm says:

definately look spacy. Good enough, but why is it that the top of the ship seems to tilt slightly to the left in comparison the the lower ends gun? Is this just a distortion effect, because it spoils the picture for me.
The R2 Droid is looking very nice, I really can imagine him playing some great roles in certain scenarios. Your media is always great to look at. Everybody wants to get their hands dirty on this mod, I swear!


+1 vote   article: All Wings Reports In!
SinKing Mar 12 2007, 2:18am says:

Yo! You are actually making the SwatKats? I have seen the airplane model somewhere and it looked good. I remeber the series and have watched it a couple of times in the 90's. It will be good fun in a GTA-Like environment, as you somehow need to fly out your jet.

Keep it up, hope you find more guys!

+1 vote   mod: Swat Kats: The Radical Squadron
SinKing Mar 5 2007, 3:17am says:

I'm always smitten by your releases. Its not only that your game looks pretty good, it's also all the little and big things you can do with it that thrill me. I'd like to produce a standalone game with it someday, but I wouldn't make an FPS-game, personally.
How much time do you put into this? With al the upgrades of lately, it seems like your putting all your life into this project. Even if not, you have my highest respect and admiration for doing this great work!!


+1 vote   article: Inverse Kinematic system and first videos!
SinKing Feb 10 2007, 4:48am says:

The bug models are really nice for an RTS game! They look detailed enough to fit into your concept and whoever did the skins made a great job of it (can we lend him for Guardians :-))

Way to go, good team!

+1 vote   article: SST-LD News Update 3
SinKing Sep 17 2006, 3:16am says:

with such good drawings the models are really easy to make. I started a Dreadnought yesterday and got it half finished already. I'm only doing it for fun, but anyone who knows how to use blueprints in hismodeling software will take much advantage of these very clean pictures. And he has to get the armada ready, before sending it out to the modeling department, so that's good stuff for me.
Although... DrZais you should probably send out invitaions saying you are recruting people for this mod or star a thread about it. Get some coders onboard, because they are hardest to find;-)

Your Partisan, SinKing

+1 vote   article: Bombs Away
SinKing Sep 7 2006, 4:44pm says:

Let's agree - this is not a total realism mod, but given the costume and the way they hold the gun, it would be impossible for these guys to actually see through the scope right now. They would look past the guns inner side and thats okay for shooting from the hip or with loose aiming. Maybe make another animation where they lift the gun a little higher and put it closer to the head. Otherwise great models and fluent movement.

Nice work, very fast pace for a game that will not be here for a while,


+1 vote   article: The ICEMEN Cometh!
SinKing Sep 7 2006, 4:38pm says:

...especially the serpent-tooth on the upper front section. This looks very much like a space version of a roman galley on the front, but its hard to make ou the bridge ontop. Maybe the textures brig forth that kind of attention, because even though its sleek and elegant how the brdge looks right now, it may easily be missed, because this is such a huge ship. Also seeingthis in scale next to another will probably make it more visually comprehendable, because now the scale is difficult to determine, could be only a small vessel, but it really is a big beast. I say : bigger windows on the bridge, even though these slits look very fast and evil, I have to admit!


+1 vote   media: Infinity render05
SinKing Sep 2 2006, 5:26am says:

Is it a bird? No - its a boat! The thunderhawk looks much like a boat to me. Its a very nice render, but I wouldn't expect this tihng to fly at all. And what's that stick on the landspeeders front? Is that for attaching sausages to grill them on open fire. Nice models, looking good and all, but maybe a little overdone, I like less fancy bling on models.


+1 vote   article: September media update
SinKing Aug 27 2006, 11:24am says:

It will come back, dude. Stop doing dope! ;-)


+1 vote   poll: Are you hot for Episode Two?
SinKing Aug 3 2006, 6:11am says:

Thank you for the review methulah, it was very enjoyable to me. I really love the idea when I read about the mod some time ago, I just think there should be more features involve. For example: I think players really want to advance in a world and don't play deathmatch-like games, as they get repetitive without reward. If you are successful on the ship why not making it even harder to kill you? Players should be given bodyguards as a reward for good hunting, or they could get two-faced clothing (so they can change dress almost instantly) if they used a great diversity of weapons. That's only two examples. If you say anyone can spot you easily when you got bodyguards there could be bodyguards randomly given to the NPC Character's, too.
I haven't played the game, as there is no demo and I don't often buy a cat in a sack, but I hope Valve will offer weekend play for this game like they do for DoD often enough. I know this is probably not Valves decision to make, but it'd be a good idea to get even more players into it. As I don't know the actual gameplay, I can't judge if things like I mentioned are really needed, but this game so far sounds like fun for a couple of hours and no more. Its a good idea, even great Idea, but I feel it needs a little expansion.


+1 vote   article: The Ship
SinKing Sep 2 2006, 3:12pm says:

If your level design is half as ingenious as your character design and seemingly also the gameplay, I won't stop playing this for as long as it lasts. Now here's a mod that won't ever lack a community. Thank you, for all you have done so far.


+1 vote   article: RnL Animator Require and Media Update
SinKing Aug 24 2006, 5:56pm says:

Damn this is gonna be better than Crysis. Looks amazing, great models lot of detail though probably still good poly count. Nothin looks overdone, but everything loks like i wanna drive it, fly it or shoot it. That's a good vibe I'm getting from this mod. Very professional stuff and hopefully the incredible Crysis physics will come into play and make this a huge open, accurate representation of (don't dare to say it) StarWars. How does Lucas Arts approve of this - its seemingly much better than anything Factor Five produced in the original franchise.
Good lord Helmet, why does nobody ever make a Spaceballs mod?


+1 vote   article: Incoming Transmission From: Hoth!
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