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toadie
toadie Sep 2 2014, 6:11am replied:

Was an intentional light shader trick, Skin's notoriously tricky to light realistically in max without subsurface scattering, so I went deliberate caricature with the lighting.It's the exact same arm you see under the glove in the other shot on here, to give you an idea of how much the light is playing on the depth. Trust me when I say it looks fricking amazing in game, though, because it does.

+5 votes   media: New hands model
toadie
toadie Aug 14 2013, 5:19am replied:

You make a point, I'll see if I can dredge up a better shot.

+1 vote   media: SLR107U Ingame
toadie
toadie Aug 14 2013, 4:37am replied:

No intentions on letting the mod fall apart, mate. Besides, if it were to fall apart, it would have happened already.

Granted, Alex and I are pretty much a two-man team doing the work of about 10, so progress isn't stellar fast, but we're pretty dedicated, so don't expect it to disappear without a trace.

+1 vote   media: Valanx JLTV
toadie
toadie Aug 14 2013, 4:30am replied:

That's the idea. Her character brief is more or less Post-Soviet street mutt, an eclectic mix of gear that's been thrown together over the top of casuals clothes.

+1 vote   media: "Minsk" NPC
toadie
toadie Jan 17 2013, 1:19am replied:

Yeah, what Swags said -
The First person arms are a bit proportionately short to overcome some perspective issues with using a non-eye field of view angle. Trust me what I say it looks fine ingame.

+1 vote   media: Alternative Hand Mesh
toadie
toadie Nov 14 2012, 1:31am replied:

Yeah, July is a realistic projection. We'd hoped to have something to show by November, but life got in the way of some things.

+2 votes   mod: For Hire
toadie
toadie Dec 17 2011, 2:25am replied:

Yes, you're correct on all accounts- There's no Bolt-hold-open function on the MP5A2. our model reflects that, though perhaps the animation doesn't show off well enough (fear not, working on some nicer animation renders to put up that do show it better). Don't worry, the bolt manually gets locked back by the player on dry magazine changes and inital battery check when you first pick up or select the weapon only.

+2 votes   mod: For Hire
toadie
toadie Aug 20 2011, 11:06pm replied:

Oh yes, very much multiplayer coop.

+1 vote   mod: For Hire
toadie
toadie Apr 17 2011, 10:56am replied:

Thats mostly thanks to the shader. Don't worry, it looks better ingame.

+2 votes   media: Remington 799
toadie
toadie Jan 28 2011, 11:59am says:

he's done absolutely nothing, but he did just grab large chunks of the SC and HL sections at FPSB and decided to put his name on it.

+4 votes   media: Armas Weapons
toadie
toadie Nov 19 2010, 3:09am replied:

I'm not referring to the fact it's a dry reload, I'm reffering to the fact that the transition period between tapping the mag and charging the bolt is jarringly long, as in maybe 3 times longer than it needs to be. Re- the AUG, by awkward as hell I mean that to me, the angle the gun is held at changing the mags looks odd, the timing between poses is odd, especially the bolt charge( and given the lengthy amount of time the somewhat more managable SR3M got on it's reload animation). That's what I mean by awkward.
And yes, you can live in a video game world where you can do what you want, but as long as you're trying to emulate form and function from the real world, does it not make sense to go the extra mile?

And that was my point. Aside from those things, your animation is pretty decent, I just wanted to point out some areas that could improve.

+1 vote   media: KS23, AUG, CZ75 and SR2M animations
toadie
toadie Nov 3 2010, 11:06pm says:

From a purely realism standpoint, the time between the mag being tapped and the bolt being charged on the SR2M is stupidly long. Also, the hand grip on the CZ75 is way low, the idea is the gap between thumb and forefinger should be a close to bore axis as is practical(ie, in the curve of the tail of the grip)... What alse.. Oh, the AUG reload is awkward as all hell and the bolt handle does not ******* reciprocate while firing.

Other than that shopping list of things that immediately grate my common sense meter, the animations aren't half bad.

+4 votes   media: KS23, AUG, CZ75 and SR2M animations
toadie
toadie Jul 21 2010, 3:23am says:

Not illegal, but it IS a breach of contract and agreement that you agreed to when you installed Half-Life 2. Basicly, this means that you've just forfeited your right to defend your using HL2 models in HL1, and Valve are within your means to ask you to stop under threat of legal action.

So not illegal, but still something you can be taken to court for.

I **** you not.

+3 votes   mod: Diary OF Suffer
toadie
toadie Jun 14 2010, 11:36pm says:

I SIR

+1 vote   member: toadie
toadie
toadie May 31 2010, 10:42pm says:

I gotta say, I'm well pleased with the level design that I can see here, mate. Can't wait to see more.

+1 vote   article: Start of June News
toadie
toadie May 20 2010, 8:35am replied:

Cool doesn't half describe it, man.

+2 votes   mod: For Hire
toadie
toadie Apr 16 2010, 7:20am says:

I gotta say, I really love they way you guys approch mapping. Nothing short of amazing.

+1 vote   article: April 15th Road to the Future
toadie
toadie Nov 9 2009, 9:15pm replied:

Not in the ghetto, and the Op isn't your average one. All I'll say is you'll come against a variety of different threats, and not all of them will be the military kind, and this is one of the non-military kind.

+1 vote   media: Gang Thug 1
toadie
toadie Nov 9 2009, 10:57am replied:

Primarily Cooperative. I mean, you could play through solo, but the core design is focused on making it playable by up to six people.

+1 vote   mod: For Hire
toadie
toadie Sep 20 2009, 12:19pm replied:

Ironsight will be done via code, rather than animations.

+1 vote   media: MP5A2 First person animations
toadie
toadie Sep 19 2009, 11:39am replied:

It's a weapon safety check.
Basically, that first draw there is for when you first pick up a Glock ingame. What the player is doing here doing is a quick chamber check (make sure there's no dud ammo in the gun already), putting a magazine in, and chambering a round to be ready to go shootin.
Yeah, it's a bit technical, but technical correctness was one of the aims here :)

+1 vote   mod: For Hire
toadie
toadie Sep 15 2009, 7:24am replied:

Some of that kick will be taken up in the way the weapon's coded, so don't worry, you'll get fairly true to life kick.

+2 votes   media: Glock 17 First-person Animations
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