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.


Messages - ArcaneFalcon

Pages: [1] 2 3 ... 40
1
Fan Art / Re: New UI Concept
« on: August 18, 2007, 05:25:43 pm »
I'm not sure if you were just using them as placeholders for now, but all those icons with the green backgrounds need to go. Make them more the look and feel of your shiny ones. Also, keep in mind that some of the things you're talking about will take some creative xmling. That's not a bad thing, but reblooting PS every time just to find out you're off 1px is annoying. :)

Looks great, can't wait to see it in game.

2
Fan Art / Re: Induane's Models
« on: August 18, 2007, 07:03:41 am »
First, you have tons of unused uv space. Second, I personally would take some of the polys out of the roof and throw them in the leg thingys on the sides. You'll see the sides more than the top I think. Don't add more sides to the legs, but more edge loops so you can make them interesting and less geometric.

If I were you I'd arrange my uv's for that like this:



No, you don't have 4 seams, because you'll paint that quaded circle just like you would a seamless texture (and you don't see the seams on those now do you?).

Looks like a good start though, could polish out to look pretty nice.

3
Fan Art / Re: Lookit what Gentar made with Maya
« on: June 17, 2007, 11:25:01 pm »
I don't know about that. Perhaps I just haven't used mayas uv mapping tools enough, but I find them clunkier than max's. The whole cut uv's/unwrap thing is a nice idea, but it just doesn't work as predictably as simple planar mapping. Plus, if you use turbo unwrap for max instead of the stock unwrap uvw it really makes max's tools pretty bearable.

As for the modeling, it looks pretty nice Gentar. Could use some piles of junk and tools on the wall to add some more interest. Maybe try getting some sort of structural stuff in the ceiling too, instead of just flat tiles. Looks good though, I like the forge setup.

4
Fan Art / Re: Getting experience
« on: June 17, 2007, 10:39:17 pm »
Nice start. Make a whole set of plants like that. Maybe even add some small blowing in the wind animations. Would look good in-game.

5
Fan Art / Re: Guide to 2D/3D Contribution
« on: June 17, 2007, 10:34:13 pm »
When you see people putting together sweet flash ui's, they're still typically doing a lot of the graphical work in photoshop and piecing it together in flash. For PS, using flash wouldn't really be feasible since it's all put together in paws.

6
General Discussion / Re: PlaneShift Modding Community
« on: February 08, 2007, 08:11:34 am »
I fixed the links in my original post.  The only one I didn't fix is the one for zph's fishing pole download.  He has like four copies of that rar uploaded and I don't know which is the correct one.  It's probably either this one or that one or one of the other two...

7
Fan Art / Re: Guide to 2D/3D Contribution
« on: January 04, 2007, 04:10:52 am »
Thanks for the heads up.  I'll try to be around more often to keep this free of broken links, but help is always appreciated.  I've fixed your link, and also added a link to the modelling sticky by Cherppow in the blender tutorial section.

8
Fan Art / Re: Kyzer's modelling
« on: January 04, 2007, 03:45:34 am »
Watch some tutorials from www.poopinmymouth.com .  I know the url sounds weird, but it's the best max resource I've found to date.  Specifically, watch the beginner box modeling tutorial, as it is the best place to start.  You might also look at some of the texture tip sheets he's got on there.

9
PlaneShift Mods / Re: These might be handy for PS...
« on: October 18, 2006, 04:27:28 am »
This is what happens when the guy painting the road lines is drunk.

10
Fan Art / Re: RayvenD's Models
« on: September 30, 2006, 12:11:12 am »
My suggestion would be to make sure you're working from reference.  The anatomy doesn't look right on the first 2.  The sea monster could look alright, depending on how it is further defined (but that will require lots of reference).  Don't say you want to make new creatures, because that just doesn't fly.  All fantasy creatures are based on creatures in reality, and the human eye can catch inconsistencies in anatomy and such, even if the person doesn't realize it.  In all honesty, if you're not working from reference, it's a waste of time (unless you're really really rediculously good, but I've only seen a handful of people good enough for that).

11
Fan Art / Re: Guide to 2D/3D Contribution
« on: September 28, 2006, 02:51:53 am »
Thanks witchking, great resource.  Usually the biggest factor in which will be used in a (game) project is whatever the studio/group/developer has used before.  It's not a matter of superiority, but familiarity and preference.  To date, PlaneShift has been largely 3ds max/blender based.  Conversely, I know other CS projects are using maya for the majority of its content.  Like I said previously, if you're familiar with maya, the resources exist to make it work.  If you're not familiar with either (or familiar with both), I'd recommend 3ds max or blender for PlaneShift purposes.

12
PlaneShift Mods / Re: Official Community Texture Contest 1
« on: September 22, 2006, 12:58:22 pm »
You are all winners.  You all got the experience of creating a texture.  Some were better than others, and will get in game (maybe?), but everyone definitely gained something from it.  Now lets all hug and say what we're thankful for.

Verliit: Keeping the PS look is important, and will likely play a role in deciding what gets in-game (if anything).  However, 'fixing' an already good texture is not the way to go about it.  It was given as a reference, to make it possible, and to demonstrate the level of quality of what is already in-game.  The goal of the contest was to create a completely new texture.  Considering this is an official PlaneShift contest, I think it's safe to say that keeping it within the PS style was implied.

13
PlaneShift Mods / Re: Rat texture compo/photoshop tennis
« on: September 21, 2006, 09:27:39 am »
Aww crap.  They roll over when they die. :\

I was hoping to not have to worry about that seam on the bottom...

Thanks dewed. :)

14
PlaneShift Mods / Re: Rat texture compo/photoshop tennis
« on: September 19, 2006, 04:43:13 pm »
kafrooosh!! 9



Sorry for the image intensiveness, erik wanted some smaller screenies.

Edit: and we're done.

15
PlaneShift Mods / Re: Rat texture compo/photoshop tennis
« on: September 19, 2006, 01:46:26 am »

Pages: [1] 2 3 ... 40