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Messages - Anian

#221
Quote from: Crimson Wizard on Sat 18/05/2013 13:56:55...did anyone mention murder and mutilation? I so like how people find nudity offensive and happily watch how characters slay and torture each other.
But that's just it, there was basically no violence in the last few episodes, maybe a short scene or two, but definitely not that much.
I'm not all that for violence either, it can take away from the story as much as the nudity/sexual scenes can. Great example might be Spartacus series which I find basically unwatchable.
#222
The Rumpus Room / Re: Friday Night...
Fri 17/05/2013 18:09:44
It's 19 pm here. High school graduates are celebrating in the streets drunk and restless, and it's also been raining for the last 2 days, so I think I'll just play something or do something creative.

EDIT: nope, nothing creative done, played CS:GO (game looks nice, would be cool for and adventure game, but gampeplay is dull), then watched 3 episodes of Elementary (interesting finale twist) and 2 episodes of Walking dead S03. Oh and then an episode of Archer and fallen to sleep watching a Baroque documentary series (which is an interesting series, but I was tired)
#223
Quote from: Andail on Fri 17/05/2013 13:55:35I usually don't mind the sexual content of GoT, but I think it has to be done with some tact lest it appears cheap. If there's nudity because they choose to depict people having sex, which people have, then I don't really mind. But if it comes to the point where they just take a couple of young girls and let them strip for no apparent reason, I as a viewer will start to feel uncomfortable.
Exactly, there's line where it's a show for adults and there are scenes that then don't need to be censored, but when you cross that line, then you're just insulting my intelligence and kind of indicating that you don't know why I am watching your show. And yes, sex sells, but this series should have a wider audience than porn addicts.

Quote from: Crimson Wizard on Fri 17/05/2013 14:19:37
I've commenced reading the book after watching these series, and to my surprise it has much much fewer episodes mentioning nudity than the movie :).
Actually Martin is much more interested in depicting food than sex scenes in the books.
#224
I think you might have omitted some steps between the start and finish of actual pixeling. I'm actually concerned about how, after reducing the size of image, do you decide which pixels are part of the body to be in sprite, while which pixels are just anti-alias smudges. That is actually what I mostly have trouble with when trying to rotoscope for a walkcylce, because a lot of details get lost in downsizing and image it's hard to keep track how some parts move.
Also rotation of the character actually makes the character look different in almost each view (for example back and front view have different shoulder strength/bulk, which is kind of the problem that comes from that part of deciding which pixels are anti-aliasing imperfection and which should be kept).

I mostly try to start drawing over a walkcycle by making a skeleton/stick figure, where each limb is differently colored and still it gets rather complicated.
#225
Critics' Lounge / Re: Want to learn to tablet
Wed 15/05/2013 12:36:23
Quote from: Eric on Wed 15/05/2013 12:30:14
FYI, for some reason in Chrome, the first page of this thread brings up a "blocked because of malware" warning.
Yep, for me too. Site named "w w w.origamihero.c o m" is mentioned.
#226
In RPG overture, at about 0:41 the flute goes a bit too high in pitch for my taste, but I don't really mind that it has many things in it, that keeps it interesting, besides that, I'm guess it accompanies lots of images of a strange new world which makes it fit. And the Town theme has a strange, I'm guessing that's the mentioned, reverb, especially strong 0:20-0:30.
But that's really nitpicking. I like this, all 3 sound like it's from the same game and if the game is FF-like, then I think it'd fit nicely.
#227
Quote from: selmiak on Tue 14/05/2013 06:43:36you mean like game of thrones? Or do you mean with less boobies?
I never thought I'd be angry at boobies, but last episode of GoT was a such a freaking filler, friend of mine missed it and when I tried to remember what he might have missed, I realized the whole freaking episode had actually no character or story progress (except maybe 1 thing, but even that would be clear without explanation). Just a couple of sex scenes at random with completely no effect on anything and it's not the first time in this season either.

Btw Elder scrolls in a movie would be rather lame imo, most of the appeal is in the expansive mythology, atmosphere and the fact that it's happening to you, but if you put that in a movie you'd be a passive viewer of only 1 story. You can read very cool short stories, ride a dragon, fight the Daedra, explore the deep forgotten dungeons of the dwarf civilization and assassinate the king...you can't really put several days of playing content into a 2h movie or even into a series...well you might, but it just would feel like a rip off of something.
#228
The Rumpus Room / Re: Name the Game
Mon 13/05/2013 20:43:11
OMG what is wrong with his left arm, it sort of partly melted with the rest of the body?!
#229
The Rumpus Room / Re: *Guess the Movie Title*
Mon 13/05/2013 16:09:27
Quote from: selmiak on Mon 13/05/2013 15:37:12
should be lockout.
Yep, it is Lockout. Carry on.
#230
1. I don't get fan fiction at all (I also don't get watching soap operatic anime series with highschool girls but that's another topic)
2. if you do something dark that's supposed to be for kids and funny, then that's contrast which creates comedy...though that's the general concept, I don't know why people actually do mentioned My little something...except that maybe what they lack in imagination, compensate with stupidity and fetishes
3. haven't actually watched any of MLP, but I do watch stuff like Adventure time (not religiously or anything, but it has some interesting ideas and art style), so I can understand some "for kids" stuff can offer something to adults...still there's some boundaries that, when crossed, just makes things creepy and unhealthy
#231
The Rumpus Room / Re: *Guess the Movie Title*
Mon 13/05/2013 12:45:04
Nope.
#232
The Rumpus Room / Re: *Guess the Movie Title*
Mon 13/05/2013 10:39:04
Quote from: bbX1138 on Mon 13/05/2013 10:28:31
Yep! Wasn't sure how easy that one was!
Well, I know butt pillows.  :grin:

Ok, next one should be rather easy as well, not some obscure asian flick from the 60s, people like to feel smart but I like when other people feel that way as well, so here:
#233
The Rumpus Room / Re: *Guess the Movie Title*
Mon 13/05/2013 10:04:54
The Frighteners?
#234
Oh, I didn't mean gameplay wise, I meant "happening quickly" in a way that somehow there's not enough emotional involvement in characters. Maybe changing that photo on the wall (instead of photo of friends) into a photo of the main character and sister on a holiday somewhere as kids or something like that, to pull the heart strings and show that they care for each other (or did and now they're estranged etc.).
#235
Character's head is a bit too small and his feet too big. Things in the rooms are not proportionate (first thing that stuck me was the size of the wine bottle but there's a lot more). You need to watch the textures for 2 reasons - you keep switching between drawn and realistic textures (for example when you exit the building, suddenly the textures look a bit cartoony, doesn't help that windows on the outside have no frames) and you need to check texture sizes (like on the walls in the lobby where the texture is way too stretched).
Shadow on the picture on the right wall in the living room is very long, you should try to control your light sources and my advice is to do a few renders without any textures applied (or maybe some gray/white material over everything).

On the gameplay aspect, well it all kind of happens quickly, but I'm guessing this is a wip, so don't really know how it'll look in the end.

You are taking on a challenge, horror 3d takes experience in detailing and a quick render every so often (like after you model, after you set each light (try to do add gradually), after you texture etc.), so keep at it, you'll work it out.  :smiley:
#236
Critics' Lounge / Re: Photo Background Tracing
Sat 11/05/2013 17:13:00
Knowing where to copy and where things will just look unclear is very important in tracing.
I think the picture above the bed is passable and maybe even the outside seen through the window, but the bedding, the carpet and the furniture without drawers are strange and don't work. Sometimes it's better that you make your own details that are clear and maintain the style, especially when it's not important like the carpet pattern. They might look ok in the picture, but when they're transferred, the details get lost and just looks confusing and messy when compared to the rest of the picture.

Additionally, the wall perspective lines are wrong on very edges on both sides of the painting. Gotta detect the perspective of the photo then trace and hold stronger to the perspective than to the photo.

And third thing, and this might not be correct, but I think this was a wide angle lens, which might distort some things that would be important when tracing over. For example the 2 cupboards on the right, they have almost the same depth as the big closet, so if you were drawing them, you'd probably show their side (almost as much or the same as the big closet), because they look very flat like this. Or at least add shadows (I am aware this is wip) to indicate their dimensions
#237
Quote from: MiteWiseacreLives! on Fri 10/05/2013 20:17:58
Who's that last dude who enters to help? Grey sideburns... don't remember him.
From http://en.wikipedia.org/wiki/The_Dig
#238
But that's not actually how you fill in surfaces when doing pixel art, is it? Might as well use the brush, not the pencil tool. I don't really understand what's bothering you.
If you really want to control randomness of a Pencil tool, in the Brush settings (F5) you can set Spacing and Angle Jitter (under Shape & dynamics), which will randomly paint, if that's what you want.

And about the hardness setting for the pencil...I think it's more that it has the same interface as the brush so it's there. For a while now PS has feathering in everything except the Pencil tool.
#239
General Discussion / Re: Unlearning
Fri 10/05/2013 18:06:35
Just f-in do it. Decide the style you want to learn/imitate, then look at some examples, observe how the artists handle details, like proportions, musculature, eyes etc. And practice. I don't that that often (although the monster challenge thing got me motivated to practice), but that is the way to go. Maybe not the fastest way, but it is rewarding.
I think it lacks effectiveness in your case is because you try not to imitate, but imitation is a great way to develop your own style, in time you blend different influences and make it your own, but first you have to try to imitate.
#240
Quote from: Radiant on Fri 10/05/2013 15:34:25
I would make a small game first, because the big game will be better for that experience. Also, having some street cred will make it easier to attract artists.
Yes, maybe get accustomed to working with somebody and the actual engine and then start a bigger project. Yes it will dealy your dream project a bit, but it also might spark some new ideas and solutions you would want to use.

In general though:
You're in a position where you need to get people and you want to test people. Since it's not a paid project (and nothing wrong about that, it's even preferable for a first game), you need to correctly proclaim your goals, standards and show others you have the motivation to finish. Explain what the story is about, how much work there actually is (how much characters and backgrounds there are), what deadlines you were thinking of and what style and mood you see as appropriate (give examples of humor, action, drama that you've planned and art style similar to what you think will fit the story and atmosphere).
Also mention what type of gameplay you're planning on and if there's a specific mechanic (although that doesn't need much detail, but a type of GUI you were planning to use is useful).

Basically the more structure and enthusiasm you show, the better.
Oh, and there's a recruitment part of the forums where you can post your ad: http://www.adventuregamestudio.co.uk/forums/index.php?board=20.0 read the rules and posts from other people (and what reactions they received) and then post there.

Good luck.
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