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 3,090)
SinKing
SinKing 12hours 43mins ago 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...
SinKing
SinKing Sep 6 2014, 8:00am says:

Interesting! How on Earth do you develop PSP/Vita games? Do they have a software development kit? That's awesome and good luck!

Tracking this game now!

+1 vote     game: Angus hates Aliens
SinKing
SinKing Sep 6 2014, 7:58am replied:

What ideas? Concussion grenades are already in use and as much scifi as a Diesel car. Maybe you wanted to say "designs"?

+1 vote     media: And MA7 Offensive Concussion Grenade
SinKing
SinKing Sep 5 2014, 9:13pm says:

That's an even cooler view than the top-down picture. I think, next time I have to design a sci-fi building I'll look at some ship bones, first. It's very inspiring.

+2 votes     media: Frame view - forward cargo holds
SinKing
SinKing Sep 5 2014, 1:05pm says:

It just seems to me with all the subsequent text explanation, simple tasks such as opening a door are delayed a lot. I realize this is not gonna happen later, once you performed the actions in the tutorial, but some people might have already given up by then. Especially in a tutorial it is beneficial to keep explanations to a minimum and stretch them over some period of time.

About the shots. You actually use the "right" shots, but sometimes the cameras are at odd angles, other times the shots are a mixture of two shots or rarely used shots (like the Dutch Tilt). I suggest checking out the difference between Zoom and Dolly and when it is preferable to use either of the two.

I made a description of how I experienced the different shots.

Shots:

1.1 Overhead: fine
1.2 Close Up - character cut out of the picture, top of the head cut off. Confusion, because this could almost be the Dragon's POV. Why the overhead shot?
1.3 POV - usually a good way to see what a character sees - but it's long and zoomed (one thing eyes don't do is zoom)
1.4 Close Up (same as 1.2)
1.5 Medium Shot/ Dutch Tilt - unusual, because the Tilt usually indicated tension and eerieness; also we come to this shot after a POV of the same ~ confusing
1.6 Close Up (same as 1.2)
1.7 Medium Shot, Dutch Tilt
1.8 Close Up (...)

1.9 Medium Shot, Dutch Tilt
2.0 Close Up (...)
2.1 Close Up (on the Dragon) fine
2.2 Full Shot of the Dragon (usually you go the other way: full shot then medium shot/close up) -> this camera is too static for the action; should be a sequence of shots, instead.
2.3 Close Up - first time this is a "real" close up without cutaways; fine
2.4 POV; fine
2.5 Close Up; fine
2.6 Full Shot - too static for the action/remote
2.7 Close up; fine

If you cut off characters in a Close-Up, it becomes an Extreme Close Up - used to emphasize on the emotion of a character, especially on the eyes. It's a rare shot (e.g. used in Westerns/duels).

+1 vote     article: Tutorial Map and other Goodies
SinKing
SinKing Sep 4 2014, 3:17pm replied:

I think with a game like this (where immersion counts) VR can be very interesting. What you have done there on your own is pretty cool! Good work and thanks for taking feedback constructively and always making the game better.

+1 vote     media: NO RETURN V1.13 Preview screenshot
SinKing
SinKing Sep 4 2014, 11:52am says:

Hooked? Is he on heroine or something?

+7 votes     media: Hooked Beast
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