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Comment History  (0 - 30 of 42)
LumenLumen
LumenLumen - - 42 comments @ Red Samurai Character

Hey. Do you guys use Substance Designer/Painter in your pipeline?

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LumenLumen
LumenLumen - - 42 comments @ R&D

Holy crap. I'm so sorry to have missed your reply. Appreciate the read. : >

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LumenLumen
LumenLumen - - 42 comments @ ZTE Blade 3 - my phone

:/ You should re-render, but from another perspective...like a-bit closer to the phone.

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LumenLumen
LumenLumen - - 42 comments @ Coming Soon

Working on it.

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LumenLumen
LumenLumen - - 42 comments @ In-game Screenshot 3 - Kamioka Castle scene

I believe that is what's called consistency and yea, you're totally right about that. I don't know the intentions of the tree itself, but usually fauna, in the tree category, is placed in clusters and such. I mean, I'd love for there to be that extra bit of resolution in the mesh, but ultimately the artist had his or her reasons. As for the the little rocks, they're generally sharp corners and UV splits(If needed[Boosts vertice count and makes proper hard-surface)] It's probably just the many darker tones of color and surface detail in the texture that emulate smooth corner transitions.

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LumenLumen
LumenLumen - - 42 comments @ In-game Screenshot 3 - Kamioka Castle scene

The tree looks fine, at least for me. The definition went to the sides;Even though it sacrifices height segments, it keeps the overall form of a tree and cuts down on the tri-count. It's coming along nicely, though the flora in the back in front of the gate seem to lack variation in size. I love it all though.

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LumenLumen
LumenLumen - - 42 comments @ Picture of the Week. March 25, 2014

That moon feels a bit out of place for some reason.

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LumenLumen
LumenLumen - - 42 comments @ Hideki Naganuma joined Hover'

The palm of both my hands hurt from clapping! : >

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LumenLumen
LumenLumen - - 42 comments @ Picture of the Week. March 16, 2014

It's not broken, just bent.

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LumenLumen
LumenLumen - - 42 comments @ Basic Male Body

A lot of that's done through bone scaling. If a body has a different physique, it's generally a different model. Morphs are also an option when it comes to variation(Muscular detail, bloating stomach, chubby cheeks, etc). That equals scripting your own little controller that can change the attributes of an area, via float controller.(At least that's how max works) You probably wont see that so early. If anything, that should be held off. Would appreciate a wire on this one. It actually looks nice.

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LumenLumen
LumenLumen - - 42 comments @ Shinobi Life Online

Is the forum down? I can't seem to connect.

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LumenLumen
LumenLumen - - 42 comments @ Narusimu Jumping Demo

The team that pretty much mutinied my understandings when it came to the illogical and improbable were the Sword Art Online guys. I don't honestly mind their optimism, but it's Sci-Fi in this time of age at the moment.

Anyway. You should probably consider losing the bipedal rigs if you have riggers so that you'd have that much more control over things. Though, if you're using it to load in existing animation, that's fine. On my last team, someone used standard Bipedal and it was actually pretty obnoxious to get used to. There's also CAT motion, but it's bugged as hell when it wants to be.

Do your modelers have any kind of reel to present btw? I see your concept art and it's reasonable and Saitou did link me to the modeler's DA which featured some sculpts, but I can't seem to find any actual traditional models.(Except the buildings)

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LumenLumen
LumenLumen - - 42 comments @ Shinobi Life Online

Thanks. He got to it though. :>

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LumenLumen
LumenLumen - - 42 comments @ Shinobi Life Online

VReg. Mind answering my question on the jump video?

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LumenLumen
LumenLumen - - 42 comments @ Sword Art Online

Factors include rate of technological evolution, willing participants, casualties, etc. Cars are so drastically different from a functioning brain. Yes, we have crash test dummies for things of that nature, but what are you willing throw away in order to achieve such a goal? What if you kill someone and are incarcerated for the rest of your life? Things can be stated, of course and people do have a right to their own opinions which is why I don't just immediately say "Never gonna happen" to a lot of things. No one believed that such an explosion from a bomb could devastate a entire town could happen, nor did they think that the world was round, but it was all put to rest when it did.

I think that at some point, sure. It'll be possible. They're have been successful attempts at creating sensory devices, but at the moment, it just feels like Sci-Fi nonsense due to our limitations. I can't really see it happening anytime soon.

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LumenLumen
LumenLumen - - 42 comments @ Narusimu Jumping Demo

I have a series of questions that I'd like to ask if you don't mind. It is strictly professional. The last people I had contact with about their game literally blocked me from their Facebook page. (Take a wild guess)

Q.Why the rush for scenic models? I know that you've got some of the combat protocol figured out, but it still feels a bit sterile. I'm possibly being a bit ignorant for I'm not really up-to-date on your WIP or how long you've all been at it, but was just wondering.

Q.This isn't an MMO...is it? I ask because it feels like one of those things that'd be more based around a lobby of people and rooms.

Q.Your modelers are competent, correct? I've run into college student and self-taught people alike and learned that both can lack communication skills in order to achieve that whole conveyor belt efficiency of passing assets.

Q.What's your current choice of engine? Does it support Autodesk 3DSMAX exported bone translation, or does it point in some other direction? Translation errors suck...

Q.How are you going to host an MMO and what shall happen if the developers file a Cease and Desist order like that other one?

I apologies for the lengthy questions and such. I was on the SAO page and saw that you were being a bit too logical which was extremely out of place for them. I wanted to see if there were actual indie developers that actually listened. Truth be told, I wanted to be just as fair and nitpick at your game too, but I chose the questions.

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LumenLumen
LumenLumen - - 42 comments @ Sword Art Online

You're kidding me, right? Do you know exactly how much data would need to obtained by the device alone in order to push for that kind of technical advancement? You're not pushing all of those multiples of processes through a USB cable for one. You're definitely not getting 3 of those five senses at the moment. Especially if you're going to be perceiving said senses through a headgear that's supposed to transmit it all to your brain. One miscalculation and you're getting a lawsuit or jail time because the device killed someone. Being hopeful is wonderful, but come on.

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LumenLumen
LumenLumen - - 42 comments @ Picture of the Week. March 02, 2014

You guys are really hitting this out of the park. I love those winding convection effects around the beam.

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LumenLumen
LumenLumen - - 42 comments @ Sword Art Online

Naive. There are so many health hazards that are to be encountered that it's just one of those things you'd want to consider with caution before taking a step. Why even try when there's the Occulus making it's appearance too. Instead of them building some VR headgear and flooding the place with unneeded accessories, they should just build off of the SDK of Occulus. VR is just starting up again, so what the hell makes a person feel that they're able to create something that responds to the synapses and impulse of your brain at the moment? THAT is why he calls them "Kids".

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LumenLumen
LumenLumen - - 42 comments @ Sword

What's with all of the unneeded edges? (Especially in the pommel)

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LumenLumen
LumenLumen - - 42 comments @ Picture of the Week. February 09 2014

So happy that you guys are knocking out all of the kinks and working on the rest of the content. I've actually been all over my work of late. You all need the help and I can only imagine how much is left if 1 character model equals to just 1 single task. If there are any tasks that you all have that suits my skill level, then I'd gladly assist.

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LumenLumen
LumenLumen - - 42 comments @ Ellen Page head sculpt wip

Why are the lips extremely sharpened? That's my only complaint for I haven't really seen Ellen Page to much to compare. You should give a 3/4 view and a possible Wireframe though. It'd be a good amount of insight for others.

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LumenLumen
LumenLumen - - 42 comments @ blackdragonstory

I'll make an example then. Here, you have the UV's of a blunt sword: Puu.sh and here, you have the sword itself: Puu.sh. In my UV's, if you look at the blunt blade, you'll see that I have separated the area of the blade that has different vertex normal(The sides, vs the flat top.

This disconnecting just added two 2x vertices from the split, but allowed for me to properly blend the values of both splits on each section of normal maps (if added)

If you have a hard surface, you have to blend the averaged nor- Too far. My brain's pretty fluffed right now, lol.

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LumenLumen
LumenLumen - - 42 comments @ blackdragonstory

Vertex Normals are the underlying construct of your model's look. With Vertex Normals, you're able to identify hard and soft surfaces on your models. They aren't visible, but one can easily perceive how they work by looking at a box primitive.

They have six sides, but they're not by any means globally smoothed. They're only locally(on each flat, 2D side) smooth. The edges, however are sharp. This is called Hard-Surface. It helps with normal mapping and really ties things up when you're not using them.

If you wanted to make a sword, you could either apply smoothing groups or disconnect the UV's which will create a split, increasing your polycount. You could try both methods however to make your game run smoothly with nice detail. :>

Here's a nice example of Vertex Normals, but more based on the facing of the polygon. The shoot out and away from the geometry. You can also see to the right an illustration of backface culling and the normals shooting away from the backfacing.
Docs.autodesk.com

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LumenLumen
LumenLumen - - 42 comments @ blackdragonstory

Hey. Have you read up on vertex normals yet?

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LumenLumen
LumenLumen - - 42 comments @ blackdragonstory

You could create a procedural alpha so that it's able to be tiled. You could also make a giant 2048^2 alpha. Check your engine though to make sure the resolution is support to avoid compression.

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LumenLumen
LumenLumen - - 42 comments @ Shinobi Risings

To be fairly honest, I'd just start completely over. From the research I did on the Unity Engine, I found that none of the assets(model-wise)were set-up correctly. Furthermore, there was no actual plan of approach. The gameplay and combat were fairly basic.

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LumenLumen
LumenLumen - - 42 comments @ blackdragonstory

Yep. That's the one and that's me.

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LumenLumen
LumenLumen - - 42 comments @ Wooden Stool

You should definitely consider redoing the bake for this. The bottom legs upper region is being printed on the surface. If you haven't, try removing the faces atop the leg and pull down the vertices. If you're using a cage, you should also make sure it's not clipping too much.

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LumenLumen
LumenLumen - - 42 comments @ blackdragonstory

You're making excellent progress. Are you posting at Polycount? They give some great advice. Also, try posting your wireframe alongside your traditional models. It helps people get an understanding of the underlying construct.

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