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Messages - Monophobe

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1
Zelda Projects / Re: [WIP] LOZ 3D
« on: June 25, 2008, 05:54:00 pm »
Regarding the map. I'm not sure if you fully understood what I meant. Might just be the way your post was worded. Basically I'm not saying use a smaller texture, but for a map that size, there should be stacks of detail on all areas, and right now there isn't. The face in particular should have a much greater pixel density.

Quote
--It does come across as fairly negative, but I understand that people are entitled to their opinions. I'll give you a pass this time.

Like I said, I'm offering advice as somebody that does this for a living. As you rightly said, it's my opinion, but that opinion is based on industry practise. Anyway, the offer is still there if you would like to discuss any aspects of your work. Good luck with it all.

2
Zelda Projects / Re: [WIP] LOZ 3D
« on: June 24, 2008, 06:01:43 pm »
Always nice to see people venturing into 3D on here; however, there are definate problems with the model (and without seeing a wireframe I'm obviously just going on what I can spot). Please take this as constructive criticism, and if you want to chat on msn sometime I'll give advice if you like.

There are a lot of smoothing group issues going on which is resulting in the dodgy lighting in places. If the areas where the arms meet the torso are as clean cut as they appear, then you will have awful stretching problems once the character is rigged. I would also take a close look at the general proportions of the body, and especially the neck area. Finally (for this brief overview anyway) I'd seriously look at reworking the texture. You said you are using the 1024 map, and the detail you could get from that is being seriously wasted - I'd be interested to see how you have unwrapped the model.

Again, please don't think it's all negative. We all start somewhere and learn different things at different times. If you make your models in Max then I'd be happy to look it over for you.

All the best with the project.

3
Other Projects / Re: [WIP] Critical System (Working Title)
« on: June 15, 2008, 07:25:45 pm »
8800GTS OC2 640mb

Error regarding sound. Window opened with a red arrow on the left and some grey blocks which the camera zoomed out from - however, it would play for a split second, then freeze, continue, freeze, and it did this with my mouse too. Everything went back to normal on closing the app though. Hope this helps.

4
Other Projects / Re: Break Out
« on: June 15, 2008, 07:20:48 pm »
Didn't get very far before being killed, Seems too easy for enemies with guns to take you out if you don't have ammo for yours. Oh yeah, and there's a spelling mistake in the letter at the beginning (check your they're and their)

5
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: June 12, 2008, 07:57:31 pm »
Sorry to revive my old thread, by just wanted to say that this project is most definately on hold (unless I get an influx of people wanting to work on it). The main reason being that 3 months ago I was hired by Rebellion (Europe's No.1 Independant Developer) and things have been crazy (hence me being away for so long).

I moved to a wonderful city, made loads of friends, love my work, and I'm currently working on an extremely exciting title, the name of which I should be able to reveal by the end of the month.

Thanks again for all the nice comments, who knows, maybe this will still happen one day :)

6
Other Projects / Re: Diversion Diminiutive Games (Mini Games)
« on: December 11, 2007, 02:52:59 am »
Sorry but that control scheme is terrible. Completely detracts from any fun that might be had by this. If I can't even get to the end because of the controls and dodgy collision, how am I supposed to want to replay and beat my previous score?

The idea is nice enough, but it was just way too frustrating.

7
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: December 07, 2007, 03:41:32 am »
Latest from my side (ie art).


*proud*

Just finished my skybox texture and I'm proper chuffed with it :D

Based very much on that of Spring Valley but almost entirely remade (only parts of the mountains are original, and even those parts have been bombarded with layer masks, blending modes, etc, etc. and then covered with my own painting.)

Obviously with this being a texture I have worked hard on I don't want it stealing, hence the watermark. Hope you like it, and I look forward to getting it into the game :)

Spring Valley Reference:


My Skybox:



And just for fun:



:D

8
Other Projects / Re: Twinsen
« on: December 05, 2007, 12:39:20 am »
I knew I recognised the name Twinsen. I'd completely forgotten about LBA. Great stuff  8)

9
Other Projects / Re: [WIP/DEMO] Sonic Rush Advance
« on: December 05, 2007, 12:33:03 am »
I agree with the comments above, though at this stage i'm sure level design isn't set in stone. My only other comment would be on the movement. It feels sluggish and IMO Sonic takes too long to get up to speed. I had some problems with the bars you can hang from as well, due to there being several points you can hang from on one bar, it's too easy to get into a situation where you can't reach the next bar when you jump.

Please don't see all that as negative, just points that can be improved upon, because what you've done there so far is lovely. Good luck with it.

10
Other Projects / Re: Twinsen
« on: December 04, 2007, 06:09:29 pm »
This looks really wonderful. Congrats. Just please tell me that the "music" on the youtube video isn't the soundtrack as it will stop me playing it.

11
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: December 02, 2007, 10:12:37 pm »
lol, it was never a secret. All my work is done in max. 4 years of uni using it, i'm not gunna suddenly switch.

12
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: December 02, 2007, 10:02:32 pm »
Just a quick update. Myself and Infinitus finally got a chance to chat properly today and he seems to be very much onboard which is great.

I don't know how interested people are in what goes on behind the scenes, but on the off chance you are, I've sent him files containing what will be a test level so that he can work on the preliminary stages of the movement system. As you can see, it's a rich and vibrant environment, with many interesting features.........  ;) XD



Basically things are in the works and I'll keep the updates coming as long as people want them.

13
Zelda Projects / Re: Reviving The Legend of Zelda: Sword of Power
« on: December 01, 2007, 02:45:49 am »
I was speaking in general about the buildings and such. The grass looks fine, and the characters are fine, but the buildings look like they need a slightly less realistic texture.

I follow what you mean, but at the same time, it's fair to say that often it's more HOW a texture is implemented. You can still use realistic textures, without gaining that feel to the scene. Often a mix can work well, along with the model itself having a major impact.

Hopefully this explains what I mean - http://myweb.tiscali.co.uk/monophobe/paulfoster/gallery/thatchfull.jpg

That house I made uses a almost entirely photo textures. Some have been manipulated to give a different feel, and some are purely cropped photos. Every photo used on it I took myself either in the house or in our garden.
What really helps the scene (in my opinion naturally, you might all disagree completely) is the rather wonky construction I used in the design.

This kind of feel could work wonders in a Zelda game, rather than using such perfectly straight buildings as shown in the screenshots.


I love what you've shown so far, and if it wasn't for my own projects then I would definately be offering my assistance...... ngh.... and I really want to as well, lol, but I don't want to promise help that I don't have time to give.

Put it this way. If you have some small item that you need modeling every now and then, or a model that you think could do with a retexture, then message me and time allowing I'd be glad to help (if you wanted the help that is)

Good luck with it guys. Great to see that this project has resurfaced.

14
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: December 01, 2007, 12:15:00 am »
Well I'll sure have a good crack at it. Should be a fun project and a nice addition to my portfolio. Still need to have a chat with monophobe though (FYI I'll been on for almost the next 48hrs so MSN me).

I did. You said Hey back, and that was it. lol.

Well ill be up all night trying desperately to finish a pic im working on for my brothers engagement party...... it's tomorrow evening, and we're setting off midday, EEEP!  :'(

Anyway, if I dont hear from you sooner then i'll try catch you on sunday mate.

15
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: November 30, 2007, 12:27:33 pm »
Well thankfully he seems keen, and we're gunna talk properly about it when he's finished college for the day.

16
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: November 30, 2007, 02:03:31 am »
Right, we have a problem.

MiNalien has told me he can't work on the project now. No hard feelings, he has class work to be getting on with, and I know what it's like having commitments like that, which let's face it, are more important in the long run..

Unfortunately this does take me back to square one, and I don't have a coder. MiN suggested I get in touch with Infinitus, which I will do now, but obviously, if anyone out there feels they could work on this then please get in touch asap.

Thanks

17
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: November 29, 2007, 01:12:55 am »
If you own a PS2, then rejoice. In the wierdest turn of events ever (original NiGHTS advert properly MOCKED Playstation, and sequel coming out on Wii) there is a port/conversion coming out of the original game soon. It includes the original NiGHTS graphics so it will look just like the Saturn game, but also a second version available to play which basically increases the graphical qualities of the original something that will look nicer on PS2.

I wish people would stop coming and stealing my ideas, especially SEGA  :-\

Still, my plan goes ahead as it had before. Just wish Id been able to start this about 5 years ago when I originally wanted to.

18
Graphics / Re: My portfolios website layout
« on: November 27, 2007, 11:27:47 pm »
Here are some general tips regarding a portfolio site, and they are views held by people in both the gaming and animation industries, as things like this were said by everyone that ever spoke at my uni and the events Ive attended.

- Have a nice clean layout
- Stay clear of fancy Flash intros/sites and such. If people have to wait an age before they can even judge your work, they probably wont bother
- Re: videos. Basically, use quicktime to encode - you can be guaranteed that a person can view it. Ok, they might have to install it, but its not some obscure codec that might not work.

The most important thing you need to remember, is that a portfolio is there to show off your work. Make it as easy as possible for the user to get to it; one click to a gallery instead of scrolling to the bottom of a page, or it being linked away behind other pages could make the difference of your work getting seen, or getting ignored. (seriously, people in the indusrtries are that harsh at times - they have to deal with too many applications and such to waste time on a badly designed site)



Onto more focussed comments.

I think you're limiting yourself far too much with the space allowed for your content, though I guess it depends what you're showing. More muted colours will definately work better, as I think you've realised. They distract the user less, and allow them to focus on the important stuff.

Everyone has different views naturally, but I hope some of what Ive said makes sense and can help in some way. Good luck with it.

19
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: November 27, 2007, 01:58:00 pm »
Thanks again for the comments folks, it's very encouraging. I've been in touch with someone who has hacked the original code and currently has a large amount of the Soft Museum level working on PC and 360. At present, they're using Claris to fly around as they haven't been able to get the NiGHTS animations, but I might be helping with that, in exchange for the original textures and level height maps to use as reference for my project. Depending on the state of their work (they're sending me it in the next day or so) it may become a collaboration where I redo artwork, but right now I'd still like to make this as my own project, so that's  somewhat of an aside.

Right now I'm basically waiting on MiNalien to see what he can produce for the initial stages. If anyone else is interested in helping him then please feel free to get in touch and we'll have a chat about what you can contribute.

This quite makes me wish I'd of progressed enough with C# and DirectX right now lol
It's quite exciting to see a much more professional like project on here and hopefully we'll be able to keep track of how it'd going on here too ^^

edit: oh you went to teeside?
do you/did you know of anyone by the surname of koria? As a friend of mine at the school I went to (now graduated from it), his brother did/is doing the games design course there :P

No I don't think I know them, but considering there were hundreds of people on the games courses and all the related CG ones, it's not surprising. Plus they might not have been in my year.


20
Other Projects / Re: (WIP) NiGHTS into Dreams: Second Slumber
« on: November 27, 2007, 12:43:25 am »
Awesome stuff. Just like to say that IMO NiGHTs is a female, the eyes are very feminine, although thats just my opinion, I read on wikipedia that NiGHTS is androgynous, which means a lack of a specific gender or to have both male and female traits.

Either way good luck with this :)

Ah Wikipedia, the source of all that is usually wrong in the world. And no, you didn't need to explain what androgynous meant, lol.

Still, that's pretty irrelivant. Just my view of him as it's always been over the last 11 years.

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