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!

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SinKing
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.

+2 votes   media: Bunker
SinKing
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
SinKing Nov 4 2014, 7:12am says:

simply cool!

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

solid vomit

+1 vote   media: Swamp zone
SinKing
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
SinKing Oct 24 2014, 8:55am says:

Nailed it!

+1 vote   media: Nail Gun M-88
SinKing
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
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
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
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
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
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
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
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
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
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
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
SinKing Sep 20 2014, 12:06pm replied:

Thanks for confirming the mod works!

Of course I unpacked the whole folder into sourcemods. Didn't work for me. Like I said, I have a dozen other mods installed and all work. But Steam has been a bitch lately, crashing and generally not working for me, so maybe it's something with my Steam installation.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing
SinKing Sep 20 2014, 11:11am says:

I put it in the sourcemods folder first, then tried putting it in the common folder (where my other mods are located). Neither of them worked. Confirm a working installation, please.

I restarted Steam and this is about the 100th mod I install, so something must be wrong with your build. sorry.

+1 vote   download: Steam, Tracks, Trouble & Riddles Chapter One
SinKing
SinKing Sep 18 2014, 4:46am says:

First time I see a project use the Sketchfab viewer. I think that's awesome! The game looks cute, too. Good job!

What's that thing on the end of the Grapple Jack (the "hook")? It seems so familiar to me, but I can't pin down where I saw this in real life and what it is used for.

+4 votes   article: What is Nin? A proper introduction to the game
SinKing
SinKing Sep 17 2014, 2:38pm says:

Steeeeeve, nooooo!

Maybe, they just wanna play ^^?

+6 votes   media: Run, Steve!!!
SinKing
SinKing Sep 17 2014, 2:03am replied:

It looks awesome if you find it in a future space station floating near a nebula. As an asset it isn't a bad model (unlike the watch, for example). But the watch is a far more believable asset and fits the game world better than this sophisticated syringe. The last time I saw something like this syringe was in the movie "Edge of Tomorrow".

+1 vote   article: Delay Notice
SinKing
SinKing Sep 17 2014, 1:59am says:

This is the first time I hear someone say Cryengine is "easy". Sure it has an amazing level editor and tools, but the shader workflow and the proprietary formats (require their own exporter + setup) for models is a pain in the ***, compared to Unity or Unreal 4. I wasn't happy with Cryengine, but I use Unreal 4, which is currently combining the good parts from Unity (simple importing, good tools) with graphics on level with Cryengine.

You might regret this switch, once you have to deal with Cry's mannequin system and the proprietary Crytif export (and the proprietary model exporter) needed to use their engine. I'm not a fan. I want to make stuff in Maya and get it into my engine of choice without using any bizarre formats and custom exporters. Also the Cryengine documentation is quite lacking. There are actually several versions of it for the different engine updates (which happen often, before they are properly documented).

+3 votes   article: Engine Change!
SinKing
SinKing Sep 17 2014, 12:56am says:

Sand burial is a great addition. Good stuff!

+1 vote   article: Son of Nor VIDEO Dev Diary #97 - BURY ENEMIES IN SAND!
SinKing
SinKing Sep 16 2014, 2:39pm says:

Syringe made from metal? Hmmm, HMMMM?!! That thing looks like a flashlight, an engine piston and three metal spikes mashed together. It looks really sci-fi and doesn't fit with the rest of what I see. Was it made for the game or is that someone's model that you are re-using now?

I like how the watch displays the players. It doesn't really make sense, either, but it's a nice way to get rid of some HUD info and put it into an interactive device. Any plans to turn it even more into a "smart" watch? These things are really quite cool in real life and can help you survive,

+1 vote   article: Delay Notice
SinKing
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
SinKing Sep 16 2014, 12:10am says:

He's wearing his red shirt and the brown pants!

+1 vote   media: NO RETURN V1.13 Dev Build Screenshot
SinKing
SinKing Sep 16 2014, 12:09am replied:

Well - I haven't downloaded the Beta, so I can't test it. I think you chose a difficult engine for an open-world game, because Unreal 3 was not really great at rendering wide open spaces. Cryengine is better for that, but it's a pain in the *** to work with. So my complaints are only about things that really bother me and stick out.
The procedural gras looks a bit too scattered, typically for Unreal. I'd maybe just try to have a better ground texture and use gras patches only in certain locations. After all, you have a lot of pines or whatever those trees are called. There isn't a lot of gras below these trees in real-life, either.

Why don't you make a real video sometime soon? I'd like to see the game in action. Then people can decide to download the Beta more readily than from just screenshots.

+1 vote   media: NO RETURN Development Images
SinKing
SinKing Sep 6 2014, 8:44am says:

These sharks are damn fast, I guess the first guy will die a lot, just so the others get warned. The sharks are almost like some kind of stealth predator. I know there are defensive measures (used at e.g. underseas excavation sites), such as pierced tubes that evaporate bubbles of pressurized air from the ground. Sea animals hesitate or simply don't penetrate that invisible curtain. Stuff like that could be useful in order to strategically plan a getaway.

I also like the new Logo, Very sharkey.

+2 votes   article: Just when you thought it was safe to go back in the water...
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