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  (150 - 180 of 3,125)
SinKing
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
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
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
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
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
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   news: Pirate Doom at Doomed: Doom wad reviews
SinKing
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   news: Grimoire: Updated Visual Effects and More!
SinKing
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   news: It Begins
SinKing
SinKing Jun 14 2014, 6:47pm buried:

(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   news: Development status
SinKing
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   news: Development status
SinKing
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
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
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.

-3 votes   news: Development status
SinKing
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
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
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   news: Behind the scenes on TerraTech’s Kickstarter video
SinKing
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
SinKing
SinKing Jun 10 2014, 1:37pm replied:

The short video could have just the main features without explanation/voiceover (maybe type the features and blend them in) and the long videos could show everything as it is now.

+2 votes   news: Animator Editor Preview Video
SinKing
SinKing Jun 10 2014, 8:57am says:

Lot of updates lately! It looks like the first release is not that far away now. And it's looking great!

The video is a bit long and technical. Perhaps you could make 3-5 minute edits from the long videos you produce, so the common artist like myself just gets a nice overview; people who want to could still watch the long version.

From the very start it irritated me that you use a non-tiling texture on the walls and the stairs in center of your testmap. I know it is not relevant to any of the features you show, but could you just use a tileable material there? It would look so much better and give my eyes a rest.

+2 votes   news: Animator Editor Preview Video
SinKing
SinKing Jun 9 2014, 9:34pm says:

More importantly - this is Global Illumination working in Unreal Engine! That means no more 2nd Lightmap Uvs, no more lightmap baking + waiting for results. You should be happy about that, too :)

+1 vote   media: Ouroborus Station
SinKing
SinKing Jun 9 2014, 8:23pm says:

That's supercool! The scale of that thing may be a bit large, from an artistic standpoint.

+1 vote   media: Transparent SSS
SinKing
SinKing Jun 9 2014, 8:22pm says:

I think one thing about mirrors is that they are never perfect. So you could make them a bit uneven or less uniform.

+1 vote   media: Improved Mirrors
SinKing
SinKing Jun 9 2014, 4:22pm says:

Cool, I have just seen it on Polycunt, too! I really like the aiming, looks like a ton of fun!

+2 votes   news: New gameplay trailer & Neon Town assets
SinKing
SinKing Jun 9 2014, 3:46pm says:

I love tracking games that I don't understand ^^ Seriously looks interesting, but I have no idea what was going on in that prototype trailer! I will track you and find out ;)

+1 vote   game: Portstar
SinKing
SinKing Jun 9 2014, 3:05pm replied:

Definitely easier in-engine, because you have your lighting, models and animations all set up. It may not look as good as a fully rendered scene with all the high quality lighting and effects you can get through unbiased renderers in a 3D program.

+1 vote   media: Ouroborus Station
SinKing
SinKing Jun 9 2014, 1:24pm replied:

UDK had a function that would dump any image rendered into a folder. So it would create image sequences, which you could then compile into a movie later. That meant you could render with more detail and higher resolution, because the movie was rendered out in frames anyway. Mass Effect and a lot of other games that use "in-engine" cutscenes use this technique. It still looks in-game, because it is using the same models (or slightly higher res versions), but it is actually a rendered movie.

With Unreal 4 it is still unclear if there is an imagedump option. If not, or if there is no lag at all in the final version of the scene, I can just keyframe a camera that flies through the scene to create the cutscene.

+1 vote   media: Ouroborus Station
SinKing
SinKing Jun 8 2014, 7:49pm says:

Governments don't need to censor anyone, because all that people are interested in is who will be the next Popstar or Supermodel. We have no real need for an opinion, because we can read what we are supposed to think in blogs. Whoever gets more "likes" than others is right. The western world has no need for censorship, because there is no opposition. We are already schooled to know what is right and protest against things that don't matter.

The only countries where actual news are relevant are countries like Israel or Ukraine, which have actual propaganda wars going on. The western world is far to enlightened by Kim Kardashian and Miley Cyrus to take anything important any more.

0 votes   game: The Westport Independent
SinKing
SinKing Jun 8 2014, 7:34pm says:

Lots of pictures, but nobody wearing any bermudas...

+1 vote   media: Bermuda CGs
SinKing
SinKing Jun 8 2014, 7:32pm says:

Lol. What an idea ^^

+1 vote   game: Free Digital Praying Wheel
SinKing
SinKing Jun 8 2014, 7:29pm says:

Right on time for the World Championship. Planned that way?

+1 vote   game: UnitedFootball
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