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  (210 - 240 of 3,076)
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
SinKing Apr 30 2014, 8:14am replied:

Gee, another great idea, thanks! I must admit I don't know much about guns. And I just add more detail gradually.You rattle that handle when a bullet is stuck or what's it for? Seen it on the SCAR and that may be a great idea, I can make one and see how it looks. I really need to get a basics course in weapon de┬┤sign, it seems.

+1 vote     media: Ily_30
SinKing Apr 29 2014, 8:14pm replied:

Yep, Dipo sure was an inspiration. That looks awesome, kinda wish I had made that rifle instead, now.

I'm working on a movie with him, but I was tasked with making a rifle and really liked the bullpup design. So I made my own version with these features.

+1 vote     media: Ily_side
SinKing Apr 29 2014, 6:15pm says:

Lots and lots and lots left to do. starting with scaling that ironsight and putting it on another (longer) rail in the middle part; I haven't modeled the front ironsight yet. It's funny how much stuff I still think can be done with it. Good call about those switches. I thought about something like that, looked at some SCAR rifles. They are the masters of switches.

Also thanks for the concept from Dipo. I am actually working on a film project with him, so this gun was inspired by one of his pimpmygun designs. Not the one you linked though, a simpler one.

The goal here was making something my own, and I consider this my own. Dipo will be named for his work on the movie, accordingly. His concept there is awesome though, I kinda wish I had gone with that. I'm gonna keep working on this gun. It's fun and a lot of tweaks and changes come along the way.

+1 vote     media: Ily_30
SinKing Apr 29 2014, 5:28am replied:

The one on the picture reminds me more of a Steyr than anything. Perhaps its the bullpup type weapon with magazine on the back that has this effect.

+1 vote     media: Ily_side
SinKing Apr 28 2014, 12:54pm says:

I'm thinking of using another scope or ironsights for the time being. This current one will need some work and I want to concentrate on the rifle.

+1 vote     media: Ily-30
SinKing Apr 28 2014, 8:07am says:

Good point, I really dug the shape when I was starting to concept, but you're definitely right, some stuff is out of bounds. On this concept the grip looks kinda tiny too.

I'm kinda improving it as I model now. I uploaded the blockout pick of the rifle. Working on it now.

+1 vote     media: next_version_Ily30
SinKing Apr 27 2014, 8:08am replied:

Interesting, thanks! I actually watched Making of Elysium and District 9 for research for another project, when I made the sketch of this rifle. And I watched the making of "Oblivion", which also ties in; I was dealing with environments though. Didn't concentrate on weapons and gear then.

I never thought about it that way, but clearly what I was doing otherwise affected this design and style a lot. Interesting, how we subconsciously work on design ideas, just because we are consciously dealing with these things in research. I never planned for a weapon though. That's the part that inspiration provides. Important thing to remember is: without research = no inner development.

+1 vote     media: ilyagi_MC30
SinKing Apr 26 2014, 9:30pm says:

Valid critique, though it is just looking cool and I've seen far more impractical rifles. I figured this rifle would be gas powered, so the round thing on the back would be the pressure container.

I'm fixing these things that stand out. The gun is quite bulky, but it is also small, more of a bullpop than regular assault rifle.

+1 vote     media: ilyagi_MC30
SinKing Apr 24 2014, 7:43am says:

Only thing now is to talk about some general aesthetics. These trees would look better if the branches were split in middle and bent, for example. I suppose you used some textured triangles there. It doesn't look bad, but they look a bit abstract that way. The game is somehow between realism and Mindcraft at the moment. Needs some design to make it perfect.

+1 vote     media: NO RETURN V1.13 Screenshot "Can You Survive"
SinKing Apr 19 2014, 9:22am replied:

Well it also is for a good cause, so I appreciate the drive to try out something different.

+1 vote     article: SXPD: the Rookie, now live in the Canadian Appstore
SinKing Apr 19 2014, 7:23am says:

Awesome art and style, but it all becomes a blur when everything is in motion. I do like toon textures, but I think in fast paced games they are much harder to read than more realistic textures. So artistically this is awesome, but it seems confusing as a game. Looks great on the stills, though!

+1 vote     article: SXPD: the Rookie, now live in the Canadian Appstore
SinKing Apr 17 2014, 8:43pm says:

Does your water have a color depthmap to make it look so milky or how does that effect come to pass?

Those ripples are too large, btw. Did you shrink the character down for the game? It always seems like they are tiny in comparison to the rest of the world (even to water ripples). This looks really cool sometimes, as they seem lost among giant trees and empty lands. But sometimes it looks just like the scaling is off ^^

+1 vote     media: NO RETURN Fish and water interaction with AK47
SinKing Apr 17 2014, 1:55pm says:

One question - is there any kind of lightmap baking involved for static meshes, such as in Unreal Engine? I recently used Unity, CrySDK and Unreal 4 and U4 needs different assets (convex/closed meshes are best), while Cry and Unity don't and light everything in realtime; or so it seems.

If the first is the case, would it be possible to bake lightmaps for the levels in Maya and use them in your editor? I've always found it annoying how you are forced to bake these lightmaps with UDK's crappy baking. I would always prefer to bake it in my 3D program, because then I can have some control.

+2 votes     engine: Drag[en]gine
SinKing Apr 17 2014, 1:46pm replied:

I made up for it, call me the Equalizer. You will be known as the Nullifier from here on, Keen.

+1 vote     article: This update goes under the skin
SinKing Apr 16 2014, 7:43pm says:

It's hard to rig hands, but you need to work on the weights on the fingers some more. They don't look right and if you want something right in a game like this, it is the arms and hands.

But the character looks awesome! Smart move with the cool helmet,saves you the face modeling and looks cooler. Nice textures too!

+3 votes     article: Ascend Parkour Demo
SinKing Apr 16 2014, 5:44pm says:

Wasn't it Plato who stated that, only because we throw up a stone 1000 times and see it drop, it doesn't mean the stone will always drop. Of course that is rubbish, but I feel like a lot of original game ideas are founded in philosophical questions, like these.

+1 vote     article: SightLine - Game where reality itself is broken - Live on IndieGogo!
SinKing Apr 16 2014, 4:56pm says:

Get it done already, so I can sink it again ^^

Good job, congratulations as usually.

+3 votes     media: Cargo holds ingame
SinKing Apr 16 2014, 8:52am says:

Any news, guys? This is a promising concept (maybe on the wrong engine, since you can get more out of U4, for sure). I'd like to see the Game succeed!

+2 votes     game: Rascal Rider
SinKing Apr 16 2014, 8:48am says:

I think he should have rendered a force field and stars outside that hangar, too. It's a bit lost in void now, when it could be grounded in a convincing scenery without much ado.

+1 vote     media: Imperial Hangar
SinKing Apr 16 2014, 8:47am says:

Cool! I love the ceiling. And those reflections do a lot for ambience. Never heard of iRay before, either. You really got that Star Wars look going.

+2 votes     media: Imperial Hangar
SinKing Apr 15 2014, 8:12pm replied:

Thanks man! What bothers me is the low division on the wheel. It's okay from this angle, but I really need to change that. I wish I had some better idea of lighting too ^^

+2 votes     media: Unreal 4 door
SinKing Apr 15 2014, 8:09pm says:

She reminds me a lot of an actress, I just can't quite pin it down. Are all these character concepts paintover of photographs? I think it is totally legit thing to do and looks awesome, I just wonder where I've seen some of the models.

Btw, I won "Shadowline" by Ian Mc Caig in a competition and he pretty much paints his concepts around faces and bodies from photographs, too. Just saying, this is method, before people say it's faking. Whatever works!

+1 vote     media: After Reset RPG - IVY - CHIMERA INDUSTRIES
SinKing Apr 15 2014, 8:05pm says:

Nail guns do exist and people think of construction. I was gonna propose to call it a "needle gun", but that might be worse and make people think of sowing ^^

+1 vote     media: NAIL GUN M-88:
SinKing Apr 15 2014, 8:04pm says:

This a female handgun? I can't see how men can fit a finger on that trigger ^^

But awesome designs overall and cool looking weapons with an "Oblivion" vibe!

+2 votes     media: PHELP-14Mk2
SinKing Apr 15 2014, 5:58pm says:

I really only got into creating game content through Moddb and some mods I played. I was so awed. I always loved 3D, but didn't know how to start creating stuff. Before all of that caught my interest I had a job and a life ^^

Sorry to say that most mods I took part in failed and the teams fell apart, too. What worked best for me was creating just some assets for a prototype or for a total conversion, like Terminus Machina.

+1 vote     poll: How long have you been modding?
SinKing Apr 14 2014, 12:32pm says:

Reading this makes me think the banks and Amazon are best off. I want to be payed for doing nothing too! And at the same time Amazon exploits its workforce with bad wages. And the banks exploit everyone.

Hey - integrate that into your story! ;)

I like After Reset! Nice art, though some heavily borrowed (Terminator 2 anyone?). I really like the font you use on all your assets.

+2 votes     article: Factions, Technologies, Items
SinKing Apr 9 2014, 5:55am says:

Hey, I've seen that movie, but it wasn't Alice. I think it was called NFS.

If it was from Alice in Wonderland she would have to take a taxi.

+1 vote     media: have some humor
SinKing Apr 9 2014, 5:51am says:

Colonel Hounders

+3 votes     media: Hound's Fried Chicken
SinKing Apr 8 2014, 6:02am says:

Are you the original developers of the engine, or is it a new company that uses it? I'm surprised, because I watch this engine with great interest and wasn't aware any version is even available.

+1 vote     game: EVE:WORLD
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Sep 20, 2014
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