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Messages - Ali

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2721
Critics' Lounge / Re:C&C desired on this room in my game
« on: 24 May 2003, 14:56 »
Trees are tricky things aren't they? I think you should get rid of most of them, and only one or two - that'd look more bleak. Either that or add loads more to create a real forest look with a lot of variety in height and so on.

I think it would be quicker and more effective to get rid of most of them though. The whole image looks really great, but the trees look very much like they've been equally spaced across the scene.

And just to be really picky: The shadows might look a little more natural for a panoramic scene if they were softer.

These are only minor points, the scene is still better rendered than some of the commercial games I've played.

2722
Ali, You go your resolution reversed..

I knew that it was supposed to be 90x120, but I hate drawing portrait. I don't mind if it's invalid. I knew the rules ... I knew the dangerous game I was playing...

Is there no way I can convince you that your monitors are all lying on their sides?

2723
Critics' Lounge / Re:Walk animation
« on: 24 May 2003, 14:39 »
Great characters! Great animation! Just great all round!

2724
My first shot at a jam. Is it OK that I drew it landscape?





He's a mountain sharpener. Keep your peaks their jaggiest with this top-rate mountain sharpening service.

2725
Post a link to your comic and it will be easier for people to come up with suggestions.

2726
Critics' Lounge / Re:looow-res gamestyle test
« on: 22 May 2003, 09:38 »

 the only, but pretty convincing, reference i had was the room that I m actually typing this in, that s lit up pretty much exactly in the same manner.
The sharp angle is explained by the location of the sun at noon which is the time of the day it s supposed to resemble.

I d be grateful if you could explain how it could be altered for more realism (my untrained eyes are probably deceived in several ways).

It's very kind of you to pretend that I could be more right than your eyes! If that's how the room looks, then that's how it looks - don't pay any attention to me, though Proskrito's comment sounds useful.

2727
Critics' Lounge / Re:B&W motion blur...
« on: 22 May 2003, 09:32 »
I'm no expert in these matters. I'm no expert in any matter really, but I think it looks great except for the two whip-lines which appear above her right hand (the left side of her head from our POV). The stick rotates around a point, and whip-lines or motion blurs should follow it's curved path, like the big blurs do. Those little ones aren't quite at the right angle, they suggest the stick is being thrown up in the air. I think it would look better if you got rid of them.

It looks great over all though! Sorry to be so picky.

2728
Critics' Lounge / Re:Oooh! Aye! Walking janitor.. c&c
« on: 21 May 2003, 15:59 »
Its a great character, but he's unusually cheery for a janitor.

2729
Critics' Lounge / Re:looow-res gamestyle test
« on: 21 May 2003, 10:23 »
That's such a lovely room!

The only thing I'm a little unsure about is the way the light hits the floor. The whole room is lit by gentle diffused light coming from the window, so I think the light cast in the shape of the window on the floor, in spite of being really well drawn, is to strong. It's also at a really sharp angle, like it was from a street lamp.

2730
General Discussion / Re:Your favorite directors
« on: 20 May 2003, 18:01 »
It absolutely has to be:


Terry Gilliam (or Terry G.)

Tim Burton (or Timmy B.)

The Coen Brothers (or the Brothers C.)


See, I've given mine nicknames - AND THE NICKNAMES RHYME!

That's how good they are.

2731
Critics' Lounge / Re:Another char form Ashrad
« on: 20 May 2003, 13:36 »
I hope you don't mind, but I had a shot at making her look a little more girl-like:



I hardly changed it at all, but I think she looks a bit more like a girl. I rounded her hips, shaded under her chest, sloped her shoulders,  gave her girlier hair and tweaked the mouth ever so slightly. She might look a bit too old now...hmm.

Again, I hope you don't mind.

2732
Critics' Lounge / Re:Roll up and see Alfie
« on: 20 May 2003, 12:31 »
my first attempt looks like a bald version of the punk female android in Bladerunner :-\



Wow! That's Pris Stratton alright!

I could animate the head moving wOoDs, but I can't use bone structures. I can use morphs, but without a motion-blurring effect they look odd, and my computer is way too slow to preview an animation even as complex as that head rotating at any decent speed.

2733
Now that's one blue spikey feller you don't want to meet on a dark night!

Or even during the day.

2734
Critics' Lounge / Re:background c+c
« on: 19 May 2003, 15:13 »
The shine on the windscreen looks great!

2735
Critics' Lounge / Roll up and see Alfie
« on: 19 May 2003, 13:31 »
Hi, this isn't finished, I was just wondering what you lot would think of it.

Ignore his technicolour ear - I haven't textured it yet.



What do you think? I couldn't use it in a game because I don't have any decent animating software (A case of the extremely old computer).

I called him Alfie provisionally. He look's like a bit of a sneak.

2736
Critics' Lounge / Re:background c+c
« on: 19 May 2003, 13:12 »
This is a really cool picture and the car looks fine.

I think the reason it looks *slightly* odd, is the image you traced was taken with the camera At about the same height as the car, and the camera in your image is above the car.

But the whole thing looks so nice there's not much point changing anything!

2737
Critics' Lounge / Re:character: old doctor type
« on: 19 May 2003, 12:47 »
It's a nice picture, but if he's a medical doctor he could have one of those reflector things on his brow, or a stethoscope hanging from his neck - just to identify him as doctor rather than patient.

Also (unless he's mad) give him brown/black leather shoes, he looks a little like he's wearing slippers.

2738
Critics' Lounge / Re:point of view on the view
« on: 18 May 2003, 16:47 »
You're using a really wide angle lens there and its perspective looks a little distorted - like CCTV.

I find myself doing the same because it's really difficult to get in the whole of a room at a narrow angle lens.

If you set your lens angle to 28 degrees you'll be simulating the level of
depth of human vision, but it'll be so narrow you won't be able to see the floor or the roof. Ah the fun of lenses.

Don't do that, but do use a somewhat narrower lens than that screen-shot shows. And don't worry about not showing the ceiling or a wall. Try looking at the placement of cameras in Grim Fandango or a similar game: sometimes you don't even see the door.

But don't listen to me. Netmonkey's idea could work really well - like looking in on a proscenium arch theatre.

2739
General Discussion / Re:The Matrices
« on: 15 May 2003, 10:31 »
The matrix doesn't have enough gay robots in it.

2740
General Discussion / Re:help please with 3D faces?
« on: 14 May 2003, 21:39 »
Poser is a 3d program, not an insult. I think it's particularly good for modeling and animating figures. Some people seem to hate it though....

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