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Messages - geostik

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1
Fan Art / Re: Contribution Discussion
« on: September 20, 2007, 03:48:30 pm »
no, thanks for the tip. never seen this thing used anywhere else. saw the checkbox but thought it's something else.

2
Fan Art / Re: Contribution Discussion
« on: September 19, 2007, 10:16:05 pm »
Proglin, have you received my pm's ?
i can't seem to be able to send a pm : ??? i mean i write it and press send but i see no message in the outbox or anything indicating that the message was sent :|
anyway, for a hobbyist, being a contributor is more than enough. still i want the real deal and i'm ready to learn&work for it.

3
Fan Art / Re: Contribution Discussion
« on: September 19, 2007, 09:34:22 pm »
thanks again, Caarrie but i've seen that form too :D
BUT, i can't apply to the team without a strong portfolio regarding game modeling and texturing. so what i want to do now is to specialize in this field. i'm a high poly modeler fan, and a 3d generalist. anyway, i'll find out what i need by other means.

4
Fan Art / Re: Contribution Discussion
« on: September 19, 2007, 06:00:53 pm »
i was hoping for something else. i read that, that's for beginers, not for those trying to get in the PlaneShift developing team. i need something more specific regarding buildings and game characters. i think i'll send an email  :-\

5
Fan Art / Re: Contribution Discussion
« on: September 18, 2007, 04:59:34 pm »
still w8-ing for some statistics about the meshes in-game and textures used and stuff..

6
Development Deliberation / Re: Bump Mapping
« on: September 18, 2007, 04:55:38 pm »
Induane, i think you did a little syntax and meaning error on your post about normal bump mapping.
bump mapping is the first type of such mapping and it works like this:http: http://en.wikipedia.org/wiki/Bump_mapping
normal bump mapping is called like this because it takes into account the surface normals(perpendicular lines to the surface) and it's much more evolved than simple bump mapping., making the model look much better. http://en.wikipedia.org/wiki/Normal_mapping
still, in order for normal mapping to work well you need quite big size maps, to fit in all the fine details. i don't thing exterior scenes need normal bump mapping because they are more geometrical and the normal bump mapping will look like the bump mapping. characters and more organic looking objects could use such a map type.

7
Development Deliberation / Re: Bump Mapping
« on: September 11, 2007, 05:46:08 pm »
bump mapping is something and normal bump mapping is another. in the pic above you got normal bump mapping, not the other one. normal bump mapping is by far more advanced than simple bump mapping. i haven't spotted specular maps either on the game, and these could improve the quality of the models a lot. and i don't think the problem here is the PC stations, but the network connection and servers load.

8
Fan Art / Re: Contribution Discussion
« on: September 11, 2007, 05:37:16 pm »
hi, me again. i wanna make a pretty good portfolio for game modeling and texturing, and i'd like to ask some of you guys that work here where could i find a good tutorial about this field, something that covers a wider area...
better yet, could someone write/show me where i can find some technical informations about the game mechanics and stuff. i'm looking for things such as, no. of polys per character/volume, what types of maps does your engine supports, what engine are you using, how could someone test an object in it and other things like this.
i've read some of the stuff you guys write here and i think you should be more open to the public, and show them they are making a real difference for this game, cos the game currently runs very slow(all you have to do is read the news section). and, since i'm in the contributions discussion thread, may i suggest two options for the leading team here at PS: i think you should really find some money and pay a professional game designer to work for you, or at least give you some direction or ask the community to do a little creativity test and then ask the winners to come up with a better design for the game. you fellows try to reinvent the wheel. i think you do that because you're trying to be original, but let me tell you, the wheel has been invented and it's not the time to bring a new one to life. if you want me to go further with the game design theory let me know.

9
Fan Art / Re: Induane's Models
« on: July 21, 2007, 09:02:43 am »
why don't you texture it ?

10
Fan Art / Re: Sketches of Mine
« on: July 21, 2007, 08:59:48 am »
your sketches are good but only from an amator point of view. what i mean is that you lack a certain technique for making the sketches, you just eyeball all the elements and this is why you have anatomy problems, and a lack of depth. try studying the human anatomy, and proportions, and read some tutorial or something. i warmly recommend you to read any f andrew loomis's books. here's a link about the guy: http://en.wikipedia.org/wiki/Andrew_Loomis
he's a true pro, or master if you prefer, and he seems to be a great teacher.

11
Fan Art / Re: Illysia's Render Gallery
« on: July 18, 2007, 10:33:44 am »
if you need a texture for the character such as eye/skin/lips etc. just say. i'll pm. you with some links.

12
Fan Art / Re: Guide to 2D/3D Contribution
« on: July 17, 2007, 12:17:56 am »
thanks for the fast response.
you makes sense about the exact things to be modeled, and about gold. i personally browsed more than 10 browser games which apply the principle mentioned above and the fact that you are against this says a lot about your beliefs.
scripting to me means visual C as i now found out, or other scripting program you use for making the artificial intelligence and stuff for the game. i asked because i at first look, being experienced with more advanced games created by hundreds of pros, the game seemed rough. the walking, the object collision(very important) and the player interface, all seemed to me very unfriendly
i'll make some time tomorrow and post in the right sections some of my ideas..... 01:16 GMT+2 here :|

13
Fan Art / Re: Gentar's Armor Thread
« on: July 17, 2007, 12:00:44 am »
you clearly show improvement from the first drawings. i liked it when i started seeing 3d models, you wanna do it right, do it yourself :D
impressive work, the last images show what you haven't showed before: depth. study more anatomy and perspective, and try to pose your characters in different situations. ever tried to model more organic things, other than metal plates and shapes ?
last question, how old are you ?
keep it up and show us more.

14
Fan Art / Re: Guide to 2D/3D Contribution
« on: July 16, 2007, 11:35:02 pm »
couple of questions here. i'm new to PS and i first thought that i'll find something more advanced after finding news dating far back(years). first of all you should specify exactly what you need, or may need in the future. things such as landscape characters, texturing, level designers etc.
before posting this i've browsed the forum a little and see that there are quite a few guys that can take on bigger things, like those mentioned above.
you should make small work shops for each task and see who's up for it.
as for those asking about exporting 3d objects. it has absolutely no importance in what software are you working, work in the one that best suits you. there is one universal extension for 3d objects and this is .obj
you can model in any software and if what you've done is actually valuable the 3d artists from PS will surly take your obj mesh and export it into what they need.
someone asked where are the game models. these models cost good money if you were to buy them from a online shop, make some google searches to see some prices.
for the beginners i suggest them to try couple of free demo versions of more 3d packages and then settle with the one that you think it's better. i work in max, cos this is what i've got my hands in. both max and maya are, in my opinion, equal, still the absolute professionals in the biz(such as pixar) use maya. still pixar(search google) has developed their own render engine used by all companies that wanna make a film longer than half an hour, and they have their own made plugin for maya for animating. max script is very evolved and complex and you can turn max to fit your need in an industry, just like maya's script and that's why the possibilities are endless, making the softwares equal.
for max/maya questions first search the good old google, then post here. the softwares are under the same wing now(autodesk bought maya) and the principles apply to both packages.
i'm doing a personal project right now, then holiday, than i'll post some interesting stuff.
again, to underline what i've first wrote, something more specific about what to model/draw would be great.
OT: 1. how many guys do you currently have on scripting ?
      2. is this 100% hobby-like workflow for the curent artists, or are you making an effort to turn this in something more advanced, something to compete with modern pay-to -play RPG's
      3. ever thought to make some money out of this by keeping the registering free, and just giving some advantages to those who pay a very small fee such as improved account managing(statistics) gadgets on the screen showing extra stats, map. faster times for getting stuff. this won't ruin the game competitiveness since the by paying you don't get anything extra such as more attack damage/speed or exclusive items.
sorry for the ot, should have posted in the ideas thread, but i'm too tired, and these ideas came while writing.

15
Newbie Help (Start Here) / Re: Death Realm
« on: July 16, 2007, 11:12:23 pm »
guys the only one i found there was a some dwarf that didn't answered my desperate calls. no one came there. some did, but i wasn't able to follow cos of the darkness. i later found that by turning up my luminosity on the monitor(a whole up) i can see much more clearly without losing the detail. still i've been busy and to be honest i played something else in my short free time, since my first experience with the game wasn't such a pleasant  one.

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