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 2,854)
SinKing 1hour 9mins ago says:

One question - is there any kind of lightmap baking involved for static meshes, such as in Unreal Engine? I recently used Unity, CrySDK and Unreal 4 and U4 needs different assets (convex/closed meshes are best), while Cry and Unity don't and light everything in realtime; or so it seems.

If the first is the case, would it be possible to bake lightmaps for the levels in Maya and use them in your editor? I've always found it annoying how you are forced to bake these lightmaps with UDK's crappy baking. I would always prefer to bake it in my 3D program, because then I can have some control.

+1 vote     engine: Drag[en]gine
SinKing 1hour 17mins ago replied:

I made up for it, call me the Equalizer. You will be known as the Nullifier from here on, Keen.

+1 vote     article: This update goes under the skin
SinKing 19hours 21mins ago 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 21hours 19mins ago says:

Wasn't it Plato who stated that, only because we throw up a stone 1000 times and see it drop, it doesn't mean the stone will always drop. Of course that is rubbish, but I feel like a lot of original game ideas are founded in philosophical questions, like these.

+1 vote     article: SightLine - Game where reality itself is broken - Live on IndieGogo!
SinKing 22hours 8mins ago says:

Get it done already, so I can sink it again ^^

Good job, congratulations as usually.

+2 votes     media: Cargo holds ingame
SinKing Apr 16 2014, 8:52am says:

Any news, guys? This is a promising concept (maybe on the wrong engine, since you can get more out of U4, for sure). I'd like to see the Game succeed!

+1 vote     game: Rascal Rider
SinKing Apr 16 2014, 8:48am says:

I think he should have rendered a force field and stars outside that hangar, too. It's a bit lost in void now, when it could be grounded in a convincing scenery without much ado.

+1 vote     media: Imperial Hangar
SinKing Apr 16 2014, 8:47am says:

Cool! I love the ceiling. And those reflections do a lot for ambience. Never heard of iRay before, either. You really got that Star Wars look going.

+1 vote     media: Imperial Hangar
SinKing Apr 15 2014, 8:12pm replied:

Thanks man! What bothers me is the low division on the wheel. It's okay from this angle, but I really need to change that. I wish I had some better idea of lighting too ^^

+2 votes     media: Unreal 4 door
SinKing Apr 15 2014, 8:09pm says:

She reminds me a lot of an actress, I just can't quite pin it down. Are all these character concepts paintover of photographs? I think it is totally legit thing to do and looks awesome, I just wonder where I've seen some of the models.

Btw, I won "Shadowline" by Ian Mc Caig in a competition and he pretty much paints his concepts around faces and bodies from photographs, too. Just saying, this is method, before people say it's faking. Whatever works!

+1 vote     media: After Reset RPG - IVY - CHIMERA INDUSTRIES
SinKing Apr 15 2014, 8:05pm says:

Nail guns do exist and people think of construction. I was gonna propose to call it a "needle gun", but that might be worse and make people think of sowing ^^

+1 vote     media: NAIL GUN M-88:
SinKing Apr 15 2014, 8:04pm says:

This a female handgun? I can't see how men can fit a finger on that trigger ^^

But awesome designs overall and cool looking weapons with an "Oblivion" vibe!

+1 vote     media: PHELP-14Mk2
SinKing Apr 15 2014, 5:58pm says:

I really only got into creating game content through Moddb and some mods I played. I was so awed. I always loved 3D, but didn't know how to start creating stuff. Before all of that caught my interest I had a job and a life ^^

Sorry to say that most mods I took part in failed and the teams fell apart, too. What worked best for me was creating just some assets for a prototype or for a total conversion, like Terminus Machina.

+1 vote     poll: How long have you been modding?
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.

+1 vote     article: Factions, Technologies, Items
SinKing Apr 9 2014, 5:55am says:

Hey, I've seen that movie, but it wasn't Alice. I think it was called NFS.

If it was from Alice in Wonderland she would have to take a taxi.

+1 vote     media: have some humor
SinKing Apr 9 2014, 5:51am says:

Colonel Hounders

+3 votes     media: Hound's Fried Chicken
SinKing Apr 8 2014, 6:02am says:

Are you the original developers of the engine, or is it a new company that uses it? I'm surprised, because I watch this engine with great interest and wasn't aware any version is even available.

+1 vote     game: EVE:WORLD
SinKing Apr 8 2014, 5:58am says:

Looks awesome. I love the detail on surfaces and the variation of shape. The thumb looks a little strange there and the hand seems a bit small, but as long as it doesn't drop any big *** weapons that's fine.

+2 votes     media: [WIP] Arm
SinKing Apr 8 2014, 5:56am says:

Nailed it. Those steel supports are already textured? Maybe throw a little rust into the crevices or bake an ambient map from a copy of the lowpoly (use as highpoly). With some AO in these crevices it'd look less computer-made.

But overall it really looks great. Even just the unique shape of the room is fascinating when we mostly just get generic corridors in games. I hope you make some walkthrough videos, as I don't own Mafia anymore and would still like to see what you did for myself.

+2 votes     media: Boiler Room 6 - Ingame
SinKing Apr 8 2014, 5:49am says:

Yeah very nice! Except the bloom is a bit hardcore on some assets. But come to think of it that may just be caused by their (missing) specular map. It really looks a step up towards a final game, good update!

+1 vote     media: NO RETURN V1.13 Preview Screenshots
SinKing Apr 8 2014, 5:29am says:

Yo cool and congratulations!

I will download and play later. Many thanks for your effort of making the engine + game. And big respect for declining the first publisher's offer and to stay independant!

+1 vote     article: Version 0.2: It's finally a game!
SinKing Mar 31 2014, 7:13am says:

magic, magic, magic

+3 votes     article: This update goes under the skin
SinKing Mar 28 2014, 7:20am replied:

Is it? In my understanding it is an excuse for nor writing a story to begin with. If you make an adventure game, but don't have a better story than "you wake up in a space station, not knowing who you are", why make an adventure game? This "noman" archetype works better with FPS than adventure type games.

I have a better story yes, because it grew over years. But story is structure and cannot just be tagged on, as you infer. If you want to make a different adventure with a story I wrote, I'll gladly share something with you. I too would like to make an adventure game of the kind (Dig, Full Throttle, etc), I have a story, even a license for Unreal Engine 4 (until end 2015), but I am not a coder or anything else. I can make assets.

+2 votes     article: A Prelude to a Better Game
SinKing Mar 28 2014, 3:13am says:

Nice project. I think "The Dig" holds up pretty well even today, since it had nice paintings and decent character voice-over and music. It wasn't the best adventure of the time, though, but it was one that played in space, which was nice!

Waking up alone, not knowing who or where you are is the worst beginning for a game ever and the pinnacle of inability to write a proper plot. Do this again, and I will come and skin you. It's the one computer game plot we don't need any more of.

+2 votes     article: A Prelude to a Better Game
SinKing Mar 26 2014, 5:04am replied:

No, it always takes on the size it has in that level.

Lot of the questions you ask can only be explained through trial and error. You could just try out what happens yourself.

+1 vote     media: very far away
SinKing Mar 25 2014, 6:26am says:

Isn't it amazing? I have so much fun with U4 and the metal shader and roughness node, too ^^ Lights just look instanty awesome!

Same here. One thing I'd do is create another floor, as it looks good in the hallways but becomes very repetitive after a while. The big room(s) should have their own floors to prevent the walls from looking like they are just planted on top and no real unit with the floors.

Could work some on specular maps. It would greatly improve the atmosphere of the station. Right now it looks unused. All these pipes and vents surely get some wear + leaking. It's hard, because a space station is a very clean place, but we have to try make it look less perfect, more real.

+5 votes     article: Caffeine Demo Release! + Unreal 4 Video
SinKing Mar 22 2014, 6:31am says:

It's not my favorite engine to work with, though it has cool features and did some stuff already years ago that UE4 is just getting now. But CrySDK has proprietary formats and lots of plugins to work with. I also don't like the shader system as much as in UDK or Unreal 4. More artist-friendly are Unreal and Unity, imho.

And now it seems they are splitting up with AMD versus EPIC (+the rest of the world^^) and NVidia. I'd really like to know if Crytek thinks they can smother the competition, or if it's just a business move. It's either gonna be big or a flop, I think.

+3 votes     article: CRYENGINE going subscription based!
SinKing Mar 20 2014, 7:43am says:

Any assteroids in sight?

Lovely colors there! Stoner planet N°1!

+2 votes     article: Gas Gas and More Gas -- Gas Giant that is
SinKing Mar 20 2014, 7:10am says:

The best thing is - I bought a UDK 99$ license last year and for my support I now get free access to UE4, until December 31st, 2015. Massive thanks to EPIC for that!

+5 votes     article: Unreal Engine 4 Released
SinKing Mar 12 2014, 10:00pm says:

What does she say at the end )"Thank you all for chosing your... enjoy your stay")?

I think you should make some static meshes around the doors to cover up the harsh angles from BSP/CSG. (Maybe make the subtractive geo a bit smaller so it doesn't cut in the floor?) Also something might be wrong with the normals on the floor tiles in the beginning. They don't really pop.

Generally, this is a really nice exmple of what you can do with good materials, lighting and even just mostly CSG. I really like the look of these rooms and floors towards the end. The obligatory light flicker and a few color light spots would add to the atmosphere. Also, you are using a lot of Alpha Masked materials on ceilings and could throw some light through these. Always gives such nice patterns on the walls and floors.

+4 votes     article: G.R.I.T. Teaser 1
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