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  (180 - 210 of 2,985)
SinKing
SinKing Feb 21 2014, 4:43am says:

This is terrible, who made this?

+3 votes     media: Hut
SinKing
SinKing Feb 20 2014, 7:22pm says:

How cool! Is this an actual blueprint from the era? Great detail!

+1 vote     media: HMB Endeavor 1768
SinKing
SinKing Feb 20 2014, 7:20pm replied:

Where you there with Worf, Data and the rest of the Enterprise? I think I saw you in that movie!

+2 votes     media: HMB Endeavor 1768
SinKing
SinKing Feb 20 2014, 7:08pm replied:

Lol look who's here. There is Amir, the genius terrain wizard. And below him is Aaron from the awesome game "Routine". And then there is the awesome Mr. Singer above, who I yet need to find a project to share with. Maybe this year Singerman, maybe ^^ yeah!

+1 vote     member: NicholasSinger
SinKing
SinKing Feb 20 2014, 1:02pm replied:

I have a feeling if I made these trims less straight, I'd already would have gotten a better result. I didn'T go for something completely destroyed though, just zombiefied ^^. But yeah, I see the point. It's just that I didn't sculpt anything on this mesh and therefor the geometry is all straight and doesn't really fit with the look.

I was more an example-test of how small I could get my package/library than anything else. UDK is pretty amazing with the vertex paint and all. Thx for commenting! Both of you.

+1 vote     media: house done
SinKing
SinKing Feb 18 2014, 8:43pm says:

final. added some roof trims, too. It really worked. I still can't believe how much time I'll save from now on.

+2 votes     media: house done
SinKing
SinKing Feb 17 2014, 8:26pm says:

Hmm, I did change the painting on the main trim 1x after that, though.

+2 votes     media: Vertex Paint done
SinKing
SinKing Feb 17 2014, 11:47am says:

This looks amazing. All these ropes and masts are very nice to look at.

+1 vote     media: HMB Endeavor 1768
SinKing
SinKing Feb 17 2014, 11:44am says:

She's a beauty alright! Only problem is there seem to be some gaps in the mesh.

+1 vote     media: HMB Endeavor 1768
SinKing
SinKing Feb 16 2014, 8:52pm replied:

These are some great examples!

I'm just wondering how large you can make these "windows" and how well they hold up, resolutionwise. I've been thinking, instead of the usual parallax planes or mockup buildings in the distance, why not use this "window\" solution, instead.

With a good enough HDR cubemap, you could pretend, there is a starry sky overhead and a mountain ridge behind that mountain you start on. And then make the character walk towards the actually level without ever realizing he was standing right next to the border of the map.

This thing is so wild. it messes with my head. I would place a "window\" like that in the entrance of buildings that are very hard to model, e.g. cathedrals. Place a blocking volume in front of it to keep them from going in and make it plausible with some signs (e.g. "closed mass for Peruvian Priests only") Players would still get all the atmosphere and sounds and looks of it. They could meet their mark later, as he/she leaves the "private mass", and so on.

Man, the stuff you make opens up entirely new possibilities. It's great every time!

+1 vote     article: Insight into my compressed room
SinKing
SinKing Feb 16 2014, 7:57pm says:

Actually cool to see - this was posted the first night, after I started the house, so I can build stuff like this completely with textures in 3-4 days now. About the same time last year it took me almost three weeks to make a smaller house - and it wasn't very modular.

And the best part is the vertex paint material I'll apply to it. I love this technique so much and can't wait to see the final results and get some feedback!

+2 votes     media: hopper_house
SinKing
SinKing Feb 16 2014, 7:51pm says:

Actually, it does have lightmaps now. I edited the image and put in a newer one, as this is the finshed base texture for the diffuse. I'll just have to work on normal detail (make the trim more interesting) and work on thos corners, which seem too massive to me now.

Gonna start vertex paint next!

+1 vote     media: step_2
SinKing
SinKing Feb 16 2014, 6:50pm replied:

You can use a one polygon plane for the whole size of the window and bake the highpoly down onto it; mask it with an Alpha. Saves you about 64 polygons/window and looks identical.

+1 vote     media: French Hebe-Class Frigate,38 guns, 1782-1821
SinKing
SinKing Feb 16 2014, 12:47pm says:

That's a great idea! This technology is so convincing though that people will probably try for hours to get into one of those "rooms"! Beats bump-offset and all UDK can do by miles!

+1 vote     article: Insight into my compressed room
SinKing
SinKing Feb 16 2014, 11:26am says:

Those ships are sexy! I just wonder if, instead of modeling the windows poly by poly, it wouldn't be more efficient to use one polygon alpha masked with the window pattern and put it on both sides (or make a double sided material for it).

This has the advantage that the window is 1 poly instead of several, it is easy to unwrap (planar) and if you tilt windows, the alpha will follow and you need only make one window for all your needs.

+1 vote     media: French Hebe-Class Frigate,38 guns, 1782-1821
SinKing
SinKing Feb 15 2014, 7:23pm replied:

On the left sword the runes point the other way than on the other. You either have flipped UVs on one of the islands or I don't understand this.

Also, it looks the same from both sides now, so why waste half the UV space?

+2 votes     article: Acaratus - Tutorial: Asset Creation
SinKing
SinKing Feb 15 2014, 5:44pm says:

How are the runes mirrored on the left sword when you have both sides unwrapped? looking good, but a bit too grey and same everywhere.

+2 votes     article: Acaratus - Tutorial: Asset Creation
SinKing
SinKing Feb 14 2014, 7:50pm replied:

once you reach karma level 39 it stops anyway. End of the list! So be thankful for downvotes, they postpone the process.

+2 votes     media: Mod of the week
SinKing
SinKing Feb 14 2014, 7:49pm replied:

yes, much better, clearly better. ^^

+2 votes     media: Avatar Potential
SinKing
SinKing Feb 14 2014, 7:48pm replied:

the reason is: modders care!

nuff said!

+2 votes     media: This guy
SinKing
SinKing Feb 14 2014, 7:46pm says:

Is the blood under the black tar? I don't see it. Just black smears.

+1 vote     media: Fresh Blood
SinKing
SinKing Feb 14 2014, 7:44pm says:

It drives me nuts! please don't comment on my page any more , lol ^^

+4 votes     media: My new avatar
SinKing
SinKing Feb 14 2014, 7:20pm replied:

Are they truly dynamic, i.e. are you using wind as a simulation? Otherwise you could just bake animnations for the different stages of no wind, little wind, heavy wind, storm.
I really like this project, I can already imagine your reply ^^

+1 vote     media: I laugh at your puny little fleet
SinKing
SinKing Feb 14 2014, 7:18pm replied:

Funny you'd say that, as the stern of this vessel looks kinda wrong to me. I bet the modeler lost some sleepless nights over this one.

+1 vote     media: French Hebe-Class Frigate,38 guns, 1782-1821
SinKing
SinKing Feb 14 2014, 7:17pm says:

It's a really nice model. Can't wait to see it in-game.

Do you actually bake down these models onto a low poly or do you just clean up the highpoly and use that? Because damn, those models have a lot of polygons! However, they do need them!

+2 votes     media: French Hebe-Class Frigate,38 guns, 1782-1821
SinKing
SinKing Feb 14 2014, 7:14pm replied:

Smart moves and yeah! I have lately been working a lot with the kind of modularity you describe. And it will definitely work with the ships well, because they are pretty high res models after all. From my experience engines handle more geometry much better than additional draw calls. I'm certain you are on the right track!

+1 vote     media: 704 Ships, 5632 cannons, 1408 compasses
SinKing
SinKing Feb 14 2014, 7:12pm says:

What? I just commented? Oh okay, it's not here, so search for my comment somewhere else!

+1 vote     article: Hi IndieDB! Come check out Roundabout, a city with a twist!
SinKing
SinKing Feb 14 2014, 7:11pm says:

This is a strange, but beautiful thing! I donĀ“t know why the limo would turn all the time, but it keeps things interesting. However, 9,99 is too much for the game, you will sell more at 4,99 pricing, even though it's nearly half the munnies. This game isn't yet in the 10$ branch for me.

+1 vote     media: Roundabout Announce Ad
SinKing
SinKing Feb 14 2014, 4:06pm replied:

What about occlusion culling and distance culling? Doesn't CrySDK do that automatically (like UDK)? Sure tweaking LODs is gonna help. but there should already be some optimisation done by Cryengine itself. It's a lot of boats, but it's only one model/material and no animations, etc. So this should render okay (like it does), but I'd actually expect better frames by default.

+1 vote     media: 704 Ships, 5632 cannons, 1408 compasses
SinKing
SinKing Feb 13 2014, 4:46pm says:

but only 7.5 FPS ^^

+1 vote     media: 704 Ships, 5632 cannons, 1408 compasses
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