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  (90 - 120 of 3,078)
SinKing Aug 12 2014, 2:41pm says:

Nice! I suggest looking at the master material from the Quixel Space Scene (in U4 examples). They have a cheap_master material, which helps you add roughness and control it. That would be nice to have some material definition inbetween the blade and the grip, for example. It's all governed by a mask texture, which lets you tweak separate RGB values for different effects.

I quite like that material myself and started working on my own master, using it as a base. In the end, it saves a lot of time not having to define these values per separate texture maps, but to just have 1 or 2 scratched metal images that deal with the roughness on all your metal objects.

+1 vote     media: Yamai Clan Weaponry
SinKing Aug 12 2014, 2:37pm says:

I like some parts of the shader. It is almost giving an impression of being "rotoscoped". The question is, how well this holds up in gameplay, as with motion blur and Unreal's lighting these shaders usually work very well in some places and other's they don't work on at all. Of course, I can't speak for Unreal 4, but with UDK there were always these kind of shader issues.

+1 vote     media: Gifu Crossroads Meditation Area
SinKing Aug 12 2014, 12:50pm says:

Looks more like the mechanics below a sun-shade roof than a bench to me. Whatever it was - I really like the texture.

+1 vote     media: Another object
SinKing Jun 23 2014, 8:08am replied:

Ah yeah, thought so. I mean, why would UDK have all these video features, when you can just import a video, right ^^?!

Nevertheless, nicely done! The font is maybe a bit boring and plain, but I prefer that over a font I cannot read properly. So yeah, still good job here.

+1 vote     media: Movie Intro Version 2
SinKing Jun 23 2014, 8:05am says:

Kitteh! Are you a kute Kitteh in siz gaim?

+1 vote     media: Another terrain test
SinKing Jun 23 2014, 6:52am says:

I dislike your textures on this one, except for the bell. There is this detail that makes stuff appear washed out and faded, but not really old and bleached. It's just all getting dull-looking.

If you want to make something look sunburnt, etc. try the effect less uniform. I mean, these poles for example should have some color variation from top to bottom; at the bottom and top they will probably have most of the tarnish, whilte the center has been bleached and touched much more.

The textures on it (except for the bell) look very lowres. I don't really see why, because these UVs could be arranged to cover a lot of UV space, yet still be modular and overlapping. With these muddy textures you lose some detail and defintion again. In the progress every material looks the same; except the bell obviously.

+1 vote     media: Hanako Bell
SinKing Jun 23 2014, 6:42am says:

Ah, there it is. That is the game I kept confusing Hanako with. Yeah, this looks good. Great lighting and textures! Are you gonna have DOF like this in the game?

+3 votes     article: Devblog #5 - Map update
SinKing Jun 20 2014, 1:12pm replied:

Not of all of it. It's meant for an adventure game, so there will be several sections of the station you can visit. These I'll have to build. The rest will be fast-travel in-game.

+1 vote     media: Station 1.0
SinKing Jun 17 2014, 3:44pm says:

I am baking all the time! Normal Maps, Ambient Occlusion maps...

I wish those would smell delicious, too!

Also, looks like you are making cannabis cake ^^ Concentrate man, these are eggs!

+1 vote     game: Baking Simulator
SinKing Jun 16 2014, 9:09am replied:

"****" and "Fresh" seem to have similar Glyphs in Chinese. I've seen stuff like "**** Vegetables" on photos of Chinese supermarket signs.

As to the exploding - no idea ^^

+1 vote     media: Funny Chinese mistranslations
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, 8:55am says:

We should send someone up there to build a giant spaceship out of all the junk.

+1 vote     media: Smile.
SinKing Jun 16 2014, 8:34am says:

You can share with yourself.

+1 vote     media: have some humor
SinKing Jun 16 2014, 8:21am says:

The donkey - such a smart tool when you are wearing nothing and need a recharge for your iPod!

+1 vote     media: dat ass
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 16 2014, 8:09am says:

I know how he planned this! He took a coffecup ("to-go"), a squished, rolled up towel and stood them together.

Then his artful eye found that something is missing and he flipped a christal bowl and put it on top of the cup. Done! That's art-chitecture.

+1 vote     media: Smile or just smile.
SinKing Jun 16 2014, 7:57am says:

Weird place to demonstrate. And only 10 people came, lol.

That's how selfish people think: "the state is taking my money away! If I had more money, I would have a better life, etc."

The ones with little money are the first victims of the federal reserve system, because the system is build on inflation and reducing the value of money; the ones on top win - for a while. But yeah, it is always easier to protest against the obvious than against the force driving it.

+1 vote     media: have some humor
SinKing Jun 15 2014, 10:18am says:

Arrrch developed this? Sounds like the German Arsch=***. If so - nice nickname ^^!

Looks really interesting, almost wanna give this a try now. This is standalone, right? Ah guess I'll find out soon enough. Really cool, Arrrch!

+3 votes     article: Pirate Doom at Doomed: Doom wad reviews
SinKing Jun 15 2014, 8:12am says:

Excellent work! Only think I think is you could scale up the size of the fire effect inside the palm. It really looks very tiny, as if it was far away. Maybe blur it a little to avoid that scaling effect, too.

+2 votes     article: Grimoire: Updated Visual Effects and More!
SinKing Jun 15 2014, 5:07am says:

How about making it a mushroom picking simulation? I know you don't want to make it a game about rewards, but it could be one about learning. You could have a hut and a stove and go out to find randomly generated mushrooms (random as far as placement allows - they can't just grow on stones or near water).

Brush back some leaves and find mushrooms below! Check them with your guide to see if they are edible. Cut them at the stem and put in basket.

When the basket is full, return to your hut and cook/fry them. If you chose the wrong mushrooms you will experience all sorts of illness and even hallucination. If you chose correctly you get rewarded for the selection you made, rarity of mushrooms and quantity of each kind.

I actually thought about this as a hoax at first, but I go mushroom picking with friends sometimes and it is the most relaxing thing. You get all kinds of nice surprises like deer jumping away all of a sudden or other collectors that are just out for a chat.

And from a game like this - if well done, you'd learn a lot about mushrooms, maybe even about nature in general :)

+2 votes     article: It Begins
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 14 2014, 6:10pm says:

There is no such thing as "UV Mapping Photo Realism". You just made that up.

Uv mapping is quite by definition making a 2D representation of a 3D model. It has nothing to do with rendering textures from different viewpoints. If anything what you describe comes close to a procedure called "Projection mapping".

However, what you describe in reality is simply baking a highpoly onto a lowpoly. At least that is what you should be describing The models I was talking about for InFamous for example are the HIGHPOLY models. These are NEVER used in games. It is always the lowpoly that is used, in combination with displacement or normal map textures.

The only reason why you could be baking Diffuse textures to your model would be if the engine doesn't support normal maps. But that is simply called "baking diffuse" not UV mapping photo realism...

0 votes     article: Development status
SinKing Jun 14 2014, 3:31pm says:

There is a Piranha in the image. Wait, why are there Piranha in space? Whaaa....t?

+3 votes     media: Seafood Hotchpotch
SinKing Jun 14 2014, 3:04pm says:

Wow, cool! This is entirely in Unreal 3 (except the rolling text, I mean)? I didn't know you can make this kind of stuff in-engine. I would have probably used After Effects or something like it and made a video file.

+1 vote     media: Movie Intro Version 2
SinKing Jun 14 2014, 2:56pm says:

Lol who wrote this article. The technical difference between baking a normal map and uv-mapping should be clear to the person who wrote this. The information here is simply wrong. And 1.000 000 Polygons isn't really much for a highpoly. Characters in games like InFamous are baked down from 80-100 Million Polygons.

Destiny was a pretty strange ship. It looks better in your render than in the series ^^ How is it rendered? In 3Ds Max or in which program? I like the light.

-2 votes     article: Development status
SinKing Jun 13 2014, 5:12pm replied:

The roughness and specularity look more or less the same on most pieces. These protectors have some fish scale pattern, so I guess they must either be wood or actual scales and should be glossy to the point of looking metallic. Maybe try masking some materials.

+1 vote     media: Samurai Kenshi and Archer of the Hanako and Yamai
SinKing Jun 13 2014, 1:37pm says:

It would be nicer, if the archer would actually grab the bow when he's holding it. He's not exactly asian looking either, but I think that won't be much of a problem in-game.

If I might suggest: please don't use red/green as a color contrast for your teams. People who are colorblind cannot keep them apart and it is just as easy to use a combination of e.g. yellow or blue with red. Textures are looking good but a bit uniform. I'd work some more on the specular map or as Unreal has it now: roughness map; to separate cloth and hardsurface a bit better.

+2 votes     media: Samurai Kenshi and Archer of the Hanako and Yamai
SinKing Jun 11 2014, 11:18am says:

It's alright to update often, but you are overdoing it. I want to get game updates and that's it. Stay in memory by memorable updates, I'd say.

0 votes     article: Behind the scenes on TerraTech’s Kickstarter video
SinKing Jun 11 2014, 8:38am replied:

How about simply overlaying a dirtmap or something like that, instead of distorting the actual image? Just so the mirror has a little bit of texture to separate it from identical backgrounds.

+1 vote     media: Improved Mirrors
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Sep 20, 2014
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