Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - stuh505

#21
Add shadows and a common perspective, and it will be good.  Right now all of the bricks have vertical and horizontal lines ...that is, each brick has it's own perspective :P which makes it look flat.
#22
haha, yeah...

same thing with me, only it's with the plot and the graphics instead of with the programming

with the coding, just try to stay modular...so that when you change things, you don't have to start all over.
#23
I've written some short screenplays in the past and spent a lot of my time getting bogged down with the typesetting...I remember hearing from my old teacher that there is some nice software out there to make this easier.  I'd rather spend my time with the writing, and I do find it easier to write if I'm following a specific format WHILE I'm writing rather than formatting it later on.  So I was wondering...anyone know of any good free programs for doing this?  I'm sure LGM will have something to say  ;)
#24
Critics' Lounge / Re: The Classroom
Sat 21/05/2005 18:49:26
modern:



old fashioned:

#25
You did a great job on the city & lights.  Captured the feel of a lit city well.  There are way too many stars in the sky, and they are too bright, in my opinion.  It looks like you got lazy when you got around to doing the ground...I would just re-do that entirely if I were you.
#26
Well, it doesn't really look like a tree...I know that it's a tree because you have used the iconic Christmass tree shape...and because there is green above brown, but real trees are not shaped like this and do not have large visible trunks underneath them...not blobs of solid green without branches in them.  The branches of a pine tree are not difficult to draw more accurately, so...sorry, I don't like it, that's my brutally honest response as per your request.
#27
I think that they really learned from their mistakes with episodes I and II.Ã,  While the first 2 had very tedious unemotional plots, this one had a much more emotional and epic plot...and they definitely tried to play this up at least.Ã,  The acting was of course not the greatest, but at least they had some meat to go on, and they tried to go all out which is much better than just not even attempting to put emotion in.Ã,  Towards the end of the movie, it was pretty intense...and hearing vader cry out Padme's name really humanized his character and made his perspective seem more real, I thought.

Episodes 4,5,6 were not the amazing movies they're made out to be either.Ã,  Their success had a lot to do with society at the time they came out.Ã,  If episodes I and II got a C-, I'd say episode III gets a B.
#28
Critics' Lounge / Re: The Classroom
Fri 20/05/2005 23:00:40
The furniture all looks very odd.  The children's tables look like coffee tables.  Classroom tables don't have that kind of framework under  them...they would get in the way of the chair legs.  The chairs look like footstools.  Regular classroom chairs are shaped much differently.  Why not use regular desks?  The teachers desk has edges which are very dark...I thin kthe edges should not be made darker, but that different sides of the desk should have shadow.
#29
Critics' Lounge / Re: the demon
Thu 19/05/2005 04:49:35
TheBrat499,

why thank you!  I guess you didn't notice that all the normals on the left hand are reversed!  haha, I don't know how that happened...

Raider,

well, the lighting doesn't really matter because what I'm making here is a character which will be used in cutscenes in the game.  the lighting in this picture is just to show you guys right now...the lights will be different in different scenes.

QuoteBecause I can see two different light sources. One is shining on his/it's feet, and the second source is from behind. If the light that is shining on his feet were from above then shouldn't it be on his/it's face as well?
I might be wrong.

actually, there are 5 lightsources...and you are surely wrong, because my guess is that my computer is better at raytracing than you are :P


Andail,

heh, funny you should say that...because my feeling is that, although I really like this look for him, it's very inhuman...and my original concept for these demons were for them to look essentially like large black-skinned humans with 2 horns, no other differences.  but, in my mind this was scary...and I couldn't make it look scary on paper without giving him claws and horns and wings and stuff.  so, I'm not really bothered by him looking humanlike.

perhaps you missed the part where I asked everryone who had suggestions to change the modelling to keep them to theirselves at this point since making any changes to the model would mean throwing away all my work AFTER that step?  I can't really change anything anymore without losing too much work!

ProgZ,

did you draw those sprites just for me?  why..thank you.  I can't say that they will help me at this point, though.

chicky,

thanks.  your avatar looks pretty nice too  ;)

fertoff,

yeah...I'm not really going for the Balrog look.  I think I got carried away enough as it is. 

please, no more comments on the shape of the creature, your words will only be hitting a brick wall..

I will be improving the texture hopefully, I should make the horns and claws look different from the skin tone.

I have made some small animations with it already, but I'm running into some technical difficulties preventing me from using texture in them at the moment, but I will have some teaser animations coming soon.



#30
Critics' Lounge / Re: Drawing of a photo
Wed 18/05/2005 20:45:29
in short, I echo the response of al_ninio and stefano

basically, you need to forget that you know what this picture represents

a camera does not know which pixels represrent hair, grass, face...all it knows is the lights and darks that it sees

you see grass or hair, and you impose artificial assumptions that it should be a certain color or shade...

when you are able to look at this with a more pure frame of mind, you will see the shades and hues for nothing more than what they are, and you will be able to draw the hair, the shirt, the grass, using the shades and textures that you actually see, without letting your abstract notions of hair and grass affect your drawing

this is what you need to do to copy photographs well

drawing from the mind uses completely different skills but you need to master drawing from the photograph first
#31
General Discussion / Re: World of Warcraft
Wed 18/05/2005 06:17:14
I played WoW for about 96 hours straight after it came out.  But then I decided it was more important to not ruin my life playing video games, than to beat WoW.  anyway, the game can be addicting...it sure can....but it's got some really big design flaws that would keep me from being hooked for a really long time like Diablo did.

Basically, there are 3 major, huge, irrevocable flaws with this game.

1) You cannot trade items.  Everything is soulbound thats worth anything, even at low level.  This keeps the game balanced, and sucks all the fun out of it too.  You cant want to equip things and try them out because you might want to sell it someday.  It kills the economy.  Why make a MMORPG with a bad economy?  I dont know because I think learning to thrive in a game economy is the most fun part of rpg's...well, at least there are lots and lots of quests.  mindless ones, though.

2) There are no cool magic magic items.  As items get better, the stats get higher...and thas about it. Forget about having awesome pieces of equipment with cool names that do a zillion different cool effects.  Forget about uniques and sets and rares...nope, you just got magic items, and they have 1-3 abilities at level 1 and same thing at level 50...how boring.

3) The characters are highly not versatile.  That is, there's pretty much 1 strategy that works for any character.  No thought, no planning, no balancing skill points or making decisions to define how you will play...theres really 1 way that works for each character and this makes the game very dull.
#32
Critics' Lounge / Re: Palm tree
Wed 18/05/2005 06:08:58
okay.  all I did was draw the outline of some humps, then fill in with a big fluffy brush with medium color...add some lights and darks with fluffy brush, smear it around a little bit, add a noise filter, then mask offthe areas which are outside of the island

#33
Critics' Lounge / Re: the demon
Wed 18/05/2005 02:06:33
okay, little update here.  or big.



I hope we're done with the major crits, if anyone has problems with his body parts now please don't stress me with it

still open to crits on the texture

by the way, he is rigged now too :P
#34
why don't you just round to a certain number of decimel places?  you're never going to have perfect accuracy
#35
Critics' Lounge / Re: Palm tree
Tue 17/05/2005 23:00:53
the sea texture is very nice

if the island were really this flat, why is it not covered in ocean?  it should be rounded, not flat, with dunes...try adding some shadows to get this effect  :)
#36
Critics' Lounge / Re: pic
Tue 17/05/2005 22:56:36
Igor, you're too good for this forum.  Try a new style so we can find some flaws! haha
#37
hey buddy,

trees are exactly what this needs and don't let anybody tell you different :P


quick edit..

#38
I think you're forgetting the absolute number one thing to do when the power goes out: switch over to laptop.
#39
Critics' Lounge / Re: Palm tree
Tue 17/05/2005 06:41:02
hehe, "can you find all 6 differences?"
#40
Critics' Lounge / Re: the demon
Tue 17/05/2005 06:38:32
Stefano,

wow!  I really love your concept!  I don't think I'm going to start all over like I'd have to do to make that...but if you like doing concept art, send me a pm...I've got more characters and if you'd be interested, you'd definitely be mentioned in the credits and have your concept art be little secrets that you can unlock at the end of the game.

fertoff,

yeah, going to animate it...facial animation, body animation, hopefull I'll be able to get the wings working, that will be a challenge for me.  The black pics are ZB screenshots.  The white pics are silo screenshots.  I don't really avoid triangles, when I'm rendering as subdivision surfaces it doesn't really matter!  so far modelled in silo and ZB...although I've been trying to switch over to modo as I work, I keep getting frustrated and doing it all in silo :P
SMF spam blocked by CleanTalk