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 2,985)
SinKing May 15 2014, 6:36am says:

Excellent idea there. All stolen from Valve lol, but EPIC is doing things well enough to stand on their own. I think for the common player it is too difficult to work with the editor, unless there will be a simplified version for UT.

This is a great idea, because it will let us mod the UT we want to see. After all, some of the best features in UT are derived from some of its mods. And its mutators were fun in the past, so this is like 1000x that.

+1 vote     article: Unreal Tournament - Announcement
SinKing May 14 2014, 10:59am says:

Looking good. I did like the flying bears from back a while though. They just made me chuckle every time.

+2 votes     game: Brutal Nature
SinKing May 14 2014, 10:22am says:

Wasn't5 it cool they gave Unreal 4 for free to all us guys, who had bought UDK? I still can't believe I am subscribed until the end of 2015, just for my support of UDK. You'd be fools not to upgrade engines, seing all the ease and power Unreal 4 adds to making games. I congratulate you on the switch!

Also, this house has nice attention to detail! These rocks look like they make sense there, but you could probably do with 20-25% fewer rocks; it would still look good, perhaps better. And those woodplanks on the roof look very thick+heavy. Wouldn't that bend the roof slightly, due to weight? But honestly...who would remodel that? It looks alright as it is and I'm always criticising things that don't matter much when it comes to gameplay. Nobody goes around inspecting environments, during a fight.

+1 vote     article: Dev Update #7 - May '14: Unreal 4 Migration Progress!
SinKing May 14 2014, 7:52am replied:

I like this! I really like the dynamic lighting in e.g. Cryengine. I can work with simpler meshes than in Unreal Engine, where every mesh has to be closed/convex, as not to confuse the lightmapper.

I think the problem I see may be more with your current materials and textures than with the lighting itself. These very clean and straight textures just have a slightly artificial look to it. So, the lighting is probably great from what I've read here, just some assets that really show it off aren't there. Maybe I can supply you with the gun model I recently made (because it has a nice materiality+textures) and you could see how it renders in your editor. I just recently put it in U4 and it looks great and just like I wanted. The materials are definitely one thing I liked about UDK and like even better about U4. But your engine is just so cool and it is made by you, which I still find absolutely impressive!

+1 vote     article: World Editor Preview Video
SinKing May 14 2014, 4:18am replied:

I did change a lot of things from the concept to model. The concept proportions are cartoony in some ways. I toned them down. Hope you like the result. Thanks for commenting!

+1 vote     member: SinKing
SinKing May 13 2014, 3:29pm replied:

Yeah, there is no use implementing things which don't work yet, but will be no problem in the future.

A few things about lighting and AO you mentioned. 1)In real life, shadows are always fading out towards the edge and get darker towards the shadow origin. You can see, e.g. how a table leg throws a sharp and opaque shadow at its origin and then fades more and more with the remaining color. Soft Shadows are expensive, however it seems you have them in areas that are enclosed by shadow, but you don't have that towards the edge (of the shadow).

You are saying the values represent sRGB luminance, however your scene is rendered in Realtime (with Physical Based Lighting? I guess), which uses linear values, i.e. 32 bit images. So which image lights this scene and what bitdepth does it have?

Maybe this is too specific, so don't feel obliged to answer. I'm just wondering if some of the features could be made to look even better. I mean - no offense - it is a great looking engine with lots of tools and features, but the lighting is not yet convincing me. How would you go about adding a lightmapper though, if it is all in realtime? And why would you. My head is gonna explode and so will this comment. In 5...4...3..2...1..

+1 vote     article: World Editor Preview Video
SinKing May 13 2014, 12:14pm says:

Despite the original concept, I am going to make a straight magazine, like the FAL has. This curved mag looks somehow not sci-fi enough to me, though I'm sure we will still see that shape on modern rifles. It makes sense, it just looks a bit too "banana" for this model.

+1 vote     media: Ilyagi MC30 final texture!
SinKing May 13 2014, 12:12pm says:

Thanks. Glad you like it. The best thing is I only needed a few programs. I used to have tons of programs and do everything in another prog, now I have Maya, Mudbox, Photoshop and it's perfectly good enough to bake and get these results, quickly.

+1 vote     media: Ilyagi MC30 final texture!
SinKing May 12 2014, 6:15am says:

Have you baked lighting for the map, or is this the preview light/shadow? There is something about the light. It seems to me like shadows are too bright and surfaces in shadows are too bright, too. And AO seems to work in corners, but not between objects. For example, between sidewalk and around buildings (on the ground), there seems to be no occlusion.

Lots of tools though and all seem to work as advertised. I like it!

+3 votes     article: World Editor Preview Video
SinKing May 11 2014, 9:31am says:

I get no video here.

+1 vote     media: Base Mesh Preview Hammer Head Space Station
SinKing May 10 2014, 7:14pm says:

Man, I can't stop playing it. Still a great game and the many little things make it really unique. Awesome!

+2 votes     article: Fistful of Frags released on Steam
SinKing May 8 2014, 9:19pm replied:

You say it! I bet a lot of people would love to just create what they have in mind, but in the end it will always take preparation to get something nice.

The hardest thing about 3D is that somehow you find out all the ways to do things wrong first. I'm really happy to say the "wrong" stage is over. There's always new stuff to learn, though.

+1 vote     media: Ily_Mc_30_retopo
SinKing May 8 2014, 4:12pm says:

Thanks, everyone who commented. You've been a great help!

+1 vote     media: Ilyagi MC30 final texture!
SinKing May 8 2014, 8:42am replied:

Well, you still have to make the highpoly and work on the normals. It seems a bit futile to me to make 2 versions (at least) of the same asset, but that's how the technology is now.

I'm waiting for the day when I can just model the highpoly and paint right on it, convert it to game-model and have a play. A lot of time with 3D models is lost on all the work nobody sees.

+1 vote     media: Ily_Mc_30_retopo
SinKing May 7 2014, 8:13pm says:

This was an early render with Octane Demo version. Interesting renderer, but a bit unnecessary for me.

+1 vote     media: Ily_30_diffuse
SinKing May 5 2014, 10:00am says:

This looks interesting, albeit not realistic again. Would be nice for a stylized game in the stlye of "Walking Dead".

I still wonder what look you are going for. Of course it is a prototype, so the models aint up to snuff yet. But is it gonna stay that way? I'd rather see you take a more Dayz approach for the environments. Not as many cities or such, but a more realistic style of everything. Those extreme color settings are all a bit cartoony and abstract looking. Some of them look really naturally and clean. I guess it's in the mix, how it comes out later.

+1 vote     media: NO RETURN Climate Changes
SinKing May 5 2014, 9:56am says:

Winter is the best looking setting and works great with your trees. The blue versions all look horribly wrong; go for 10% saturation of what you have now and pray. I wonder if in winter the lakes will freeze up so you can take shortcuts and go ice-fishing, provided you have the equipment.

1:33 Min - how are rifles rigged? To the chin? it looks like that AK goes over the shoulder and through the body.

+1 vote     media: NO RETURN Screenshots Dev April 2014
SinKing May 5 2014, 9:53am says:

You like your colors saturated, don't you? Some of it looks good, some of it looks too strong. The blue (night?) setting looks like an alien planet or some gasclouds, instead of atmosphere. Looks overpowerd

I like most of the winter and swampland settings. Looks great when it works. I'd just pick the 10 or so LUTs that work the best for you and go with that. Some stuff is too extreme to work with the more "normal" looking environment lighting.

+1 vote     media: NO RETURN Weather, Sky & Climate Tests April 2014
SinKing May 5 2014, 9:48am says:

You are sticking with UDK? It would probably be annoying to migrate to Unreal 4?

Looking nice, I like the look of those skeletons.

+1 vote     article: Grimoire 0.6 Update
SinKing May 4 2014, 11:52pm says:

Kuhl, das hat ja alles gut geklappt für dich. Nice game, next one on Unreal 4? :)

+1 vote     article: Update #3
SinKing May 4 2014, 10:17pm says:

They are different size UVs, because I didn't get to arrange a single layout for the whole gun yet. However, Retopology and Unwrapping for an entire rifle in one day seems rapid to me; even though I could salvage a lot of geometry from my blockout.

I'm enjoying this project, in the end it was faster than I thought, and I'm on a good polycount and detail level for the basemesh now. I might make some more attachments, like light or laser, later. My first worry is the texture and the baking now.

+1 vote     media: Ily_Mc_30_retopo
SinKing May 4 2014, 4:47pm says:

Nice! There are so many good shapes. And I like how you keep to a theme, like big blocky batteries for the Rail and Plasmaguns. I can recognize which rifle class it is, because of them durn good shapes! Heheh

And good luck with that Update. Would that be in Unreal 4 or still UDK? U4 is quite worth it, I can tell you. I like the new materials in U4. IT's especially good for metal and such now.

+3 votes     media: Weapon Models 003
SinKing May 4 2014, 12:20pm says:

Pretty clever concept. Maybe 10% painted and the rest kitbashed. Looks awesome, but maybe with another scope (or slightly smaller?)

+1 vote     media: M57 AAR
SinKing May 4 2014, 12:18pm says:

Just in case nobody made this pun yet.

SinKing May 4 2014, 12:18pm says:

Hmm, you should be able to get a job as "case designer". These are all lovely! Keep it up.

SinKing May 4 2014, 10:17am replied:

Heh yeah, there is a "bit of everything" on that rifle. Like I said, I wanted to keep open to all kinds of influences. It's very hard for me to do any 3D detailing without visualising what I want to do.

A District 9-ish look is definitely the goal though, so I'm gonna keep some of that. I made a new grip in the meantime and must model a new magazine, too. The Lowpoly is 60% done, all of it unwrapped. Couple more days and the first texture should be in. I agree it should get a clean version, too. So, hopefully I'll make one funky, one "regular" looking texture.

+1 vote     media: Ily_30_paintover
SinKing May 1 2014, 4:43am replied:

All I know is that Max users have been complaining about Maya getting all the attention from Autodesk lately. I've used versions 2013-1015 and 2014 was the best of the lot. 2015 is not yet as stable, but has a few features, such as a new peltwrap algorythm, which I needed.

The cool thing about Maya is, I don't have to do stuff elsewhere. I always hated saving everything multiple times to bake, backup and view in other programs (such as XNormal). So after getting used to it, it's pretty good software; as long as you save often.

+1 vote     media: Ily_30
SinKing May 1 2014, 4:35am replied:

What do you mean? This model is in Maya.

+1 vote     media: Ily_30
SinKing Apr 30 2014, 10:33am says:

Thanks. I tweaked these iron sights a bit in the meantime, so they can actually swing down or to the side, when you're using an optical scope. I need to model some optics, or at least a laser aiming system.

If you have any ideas to what kind of scope would look cool on this, I'd be happy to hear about them. I can tweak a modern scope design to look more sci-fi, but I need something that already looks pretty badass or sleek. Nothing too powerful, but a reddot or laser would probably look cool.

+1 vote     media: Ily_30
SinKing Apr 30 2014, 8:59am replied:

Ah btw, I switched from Softimage to Maya about a year ago, and I get along with Maya very well. You need a bit of time to get used to it and create a custom toolshell with your main tools. Once you know where to find everything, it's mostly fun working with.

+1 vote     media: Ily_30
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