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 3,089)
SinKing
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
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
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
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
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
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
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
SinKing May 4 2014, 12:18pm says:

Just in case nobody made this pun yet.

+2 votes     media: SCIENCE TOOLS 'KITARO SCIENTIFIC'
SinKing
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.

+1 vote     media: REPAIR KIT 'ISHIMA ENGINEERING'
SinKing
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
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
SinKing May 1 2014, 4:35am replied:

What do you mean? This model is in Maya.

+1 vote     media: Ily_30
SinKing
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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!
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