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Sigma-X posted:I don't know what you're implying I should have done instead but like I said, I don't have a college level formal art background, most of my fundamentals come from high school and from self learning. You went to RIT didn't you? I was just making a joke about it being "brick city"
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# ? Jun 17, 2011 22:48 |
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# ? Jun 5, 2024 05:54 |
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Shalinor posted:... and apparently this is how artists get it too, so yay artists, do this too I guess. This is a great post. Like comedians and journalists, artists are all about observing the world around them. A lot of people confuse this for looking, but merely looking is just taking in what rays of light reach your eyes and what signals they send to the brain. Observing takes that poo poo a step further and you start to notice things like why on a clear sunny day your white t-shirt appears white in the light but blue in the shade, so you have something regarding ambient light to take away from such a small experience. Also why you may have difficulty discerning the exact colour of a car when it's far away, you are actually more often than not looking at the reflections of it's surroundings bouncing off and what was why Gran Turismo 1 looked so loving good back in the day, strong reflections on the metal surfaces of the cars. I learn a lot transferring my 3d knowledge to the real world, that surface is really matte so this is how it'd do that in 3d, lots of bright highlights on exposed edges of this surface so I'd implement that by bright areas on the specular map. Wood grain still shows through bright white paint on the door to my right so the spec map would be pretty uniform all over while the normal map would show a lot of surface detail even if the colour map is pretty simple.
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# ? Jun 17, 2011 23:03 |
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Alterian posted:You went to RIT didn't you? I was just making a joke about it being "brick city" code:
Also I can't hear/see 'Brick City' and not think of the less endearing name every guy had for the male-dominated campus.
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# ? Jun 17, 2011 23:28 |
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Sigma-X posted:
I honestly never heard that while going there. But the parking spaces analogy was all over the place. aas Bandit posted:It's a good place to work. I'm currently enjoying a Friday-afternoon beer and some yay-we-hit-a-milestone pie. I'm really excited about it! My phone interviews on Monday
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# ? Jun 17, 2011 23:56 |
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If anyone here works for Carbine in Aliso Viejo, please send me a private message! I would like to speak with you about something.
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# ? Jun 18, 2011 03:11 |
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Irish Taxi Driver posted:I honestly never heard that while going there. But the parking spaces analogy was all over the place. That's so weird. I swear when I went we had a brick city festival. (homecoming)
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# ? Jun 18, 2011 04:26 |
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Seeing this thread has inspired me to choose between art or programming. Not sure what art discipline I'd go after.
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# ? Jun 18, 2011 05:20 |
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Is a job (paid internship) in IT doing development and project management a pretty good way of getting familiar with doing team based projects? It seems like it's a 'duh, yeah it would' but I just want to make sure it's going to actually give me experience that can translate to actual development work, not just management work in general.
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# ? Jun 18, 2011 05:22 |
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Solus posted:Seeing this thread has inspired me to choose between art or programming. Work on a small project to experience both and then decide
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# ? Jun 18, 2011 05:58 |
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Solus posted:Seeing this thread has inspired me to choose between art or programming. Erm, which do you find most fun and/or rewarding? Which could you do full time for years and not end up hating?
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# ? Jun 18, 2011 06:16 |
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mutata posted:Erm, which do you find most fun and/or rewarding? Which could you do full time for years and not end up hating? Art over programming. I end up hating my job if its not creatively stimulating, that and I suck at maths. Better start improving my drawing skills
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# ? Jun 18, 2011 08:34 |
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Solus posted:I end up hating my job if its not creatively stimulating, that and I suck at maths.
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# ? Jun 18, 2011 09:52 |
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Akuma posted:Hey now, programming can be creatively stimulating! It's more of I never found programming fun personally, though if I am honest it was two years getting taught VB and C++ at high school...
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# ? Jun 18, 2011 10:05 |
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washow posted:In the OP it says for programmers to focus on their core math skills. Can someone elaborate more on this? Quoting myself. Where are the programmers at??
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# ? Jun 18, 2011 10:11 |
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Fairly selfish request incoming Shalinor now that you're a mod and this thread has been around for a while we should make gang tags for the industry people/thread regulars who've been offering advice and criticism. It'd be cool to identify the games biz people in other threads. The name should be "Idea Guys" or something.
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# ? Jun 18, 2011 11:48 |
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Akuma posted:Hey now, programming can be creatively stimulating! Plus they can actually earn a living, and when you inevitably burn out of the industry there's a huge number of jobs waiting you no matter where you go.
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# ? Jun 18, 2011 13:56 |
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Solus: Programming doesn't become fun until you conquer the syntax and grasp the core mechanics of the language, from then on it is like writing a book, you construct interfaces between complex systems all the while aiming to maintain both readability of code and raw performance. Once the design and implementation is done you release it into the rest of the project then spend time tweaking it, fixing bugs and making it as near perfect as it has been (by the end you normally look at it and wish you could start over but c'est la vie). Washow: Focusing on core maths skills is good, particularly what I'd call 'Graphical Maths' e.g matrix math and manipulation and trigonometry, however all of that is useless if you are a poor coder. Read books and study other peoples implementations and code to try and improve your own skills, never copy and paste code from somewhere else without understanding exactly what it does - debugging is near impossible if you don't know what the code does in the first place. hope that helps
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# ? Jun 18, 2011 14:11 |
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Shalinor, is your new position what you mean by game mod experience?
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# ? Jun 18, 2011 15:16 |
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RoboCicero posted:Shalinor, is your new position what you mean by game mod experience? mp5 posted:Fairly selfish request incoming
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# ? Jun 18, 2011 15:50 |
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Alterian posted:That's so weird. I swear when I went we had a brick city festival. (homecoming) Oh no I meant Sigma's nickname. Yeah the brick city stuff is all over the place. Imagine was last month and the questions I got about our work was hilarious.
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# ? Jun 18, 2011 17:15 |
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Shalinor posted:If this were to occur, an artist would first need to do a gang tag. Unless you like the aforementioned crayon and silly string approach. Here's my vote:
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# ? Jun 18, 2011 17:43 |
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waffledoodle posted:Here's my vote: Funny on multiple levels.
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# ? Jun 18, 2011 19:09 |
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Currently working on weapons design and balancing...Game designers, please pay attention in your math classes It's calculus and algebra all the way down.
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# ? Jun 18, 2011 19:13 |
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Change all the values to the same number and see if anyone notices.
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# ? Jun 18, 2011 19:28 |
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Note that if we do any kind of gang tag, it will be purely opt-in. No outing of folks that don't want to be outed. It may also be tied to SA GameDev. Hmmm. We shall see.
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# ? Jun 18, 2011 19:29 |
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What'sa SA GameDev?
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# ? Jun 18, 2011 19:30 |
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Monster w21 Faces posted:What'sa SA GameDev? SA Game Development competition. More info: http://forums.somethingawful.com/showthread.php?threadid=3416008
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# ? Jun 18, 2011 19:54 |
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Amrosorma posted:
The gun nerd in me is reading through those going P90, M4, Minimi... You working on a FPS? Because Denkirson's Xanga blog has this sort of stat breakdown for a number of current FPSs and it's all cool reading seeing how they balanced the games (or failed to) http://denkirson.xanga.com/
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# ? Jun 18, 2011 20:52 |
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waffledoodle posted:Here's my vote: God drat
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# ? Jun 18, 2011 22:37 |
Amrosorma posted:
Nerding out! USA AMR2: Barrett M95 ( You wrote the weight in pounds, not kilogram ) HUN AMR1: Gepard AMR ( Forgot a comma ) USA AMR4: Barrett XM109 ( Pounds again ) DEU AR2: G36 USA AR2 M16A2 RUS AR3: AKM RUS CR1: AKS-74U DEU CR3 HK416C USA CR4: XM8 (It's a H&K, why is it USA then?) BEL PDW1: FN P90 USA SMG1: Kriss Super Vector DEU SMG1: MP5-A2 AUT DMR2: Steyr ACR ( Pounds! ) USA DMR3: M14 EBR USA DMR4: Probably a M110, but with wrong weight USA HG5: M1911 BEL HG2: FN Five-seveN RUS HG2: Nagant M1895 AUT HG1: Glock 18 ITA HG1: Beretta 93R RUS HG4: MP-443 "Grach" DEU LMG1: MG36 BEL LMG1: FN MAG USA LMG3: M60 DEU SG1: HK CAWS RUS SG2: Saiga 12 ZAF SG1: Neostead USA SR1: CheyTac Intervention DEU SR3: GOL-Sniper Magnum RUS SR4SL: VSS
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# ? Jun 18, 2011 22:44 |
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Shalinor posted:Note that if we do any kind of gang tag, it will be purely opt-in. No outing of folks that don't want to be outed. It may also be tied to SA GameDev. Hmmm. We shall see. Meh on the SA GameDev tie-in. Seems to me like they should be two different things for two slightly different groups.
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# ? Jun 18, 2011 23:32 |
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Diplomaticus posted:Meh on the SA GameDev tie-in. Seems to me like they should be two different things for two slightly different groups. I tend to agree.
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# ? Jun 18, 2011 23:34 |
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Diplomaticus posted:Meh on the SA GameDev tie-in. Seems to me like they should be two different things for two slightly different groups. It is unlikely to happen anyways, as gang tags are looked upon less favorably these days. We shall see what fanciness can be done, though.
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# ? Jun 18, 2011 23:49 |
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Crosspost from the 3D CG thread in CC. Might tweak a few things but I was getting ready to call this one done. Crits and comments quite welcome! Edit : 7000 Triangles, Spec, normal and diffuse.
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# ? Jun 18, 2011 23:59 |
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Odddzy posted:Crosspost from the 3D CG thread in CC. Programmer chiming in here: Why does the gun . . . handle? grip? look so smooth? Is that a reflection of the real world weapon or an aesthetic choice? Cause to me it looks a bit plastic-y, but if that's authentic then hey, told you I was a programmer
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# ? Jun 19, 2011 00:36 |
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Odddzy posted:Crosspost from the 3D CG thread in CC. Right away, the grips look kinda funny. The rear grip should have a bumpy texture akin to a basketball along the sides and back, and the VFG looks too long and thin. What did you use as a reference? There's one nit-picky thing that has nothing to do with your technical work: the selector switch is for a semi-auto (presumably this is supposed to be full-auto HK416). No one will notice this (or care!) except hopeless nerds, though. And one more thing that's not wrong by any means, but you might want to consider: some people like to mount their optics so that the lens covers flip down, keeping them out of the way. You've got more than enough space on the model to do that, and, if this is for an FPS, it would open up a little more screen space. edit: Chasiubao posted:I'm slightly terrified that you know exactly what gun it is (please don't shoot me ) But then I'm a hopeless Canadian who knows next to nothing about guns Wikipedia, my brother. It looked like an AR-15, but when I checked for reference the sights looked funny, so I looked around for related rifles until I found the HK416. Male Man fucked around with this message at 00:53 on Jun 19, 2011 |
# ? Jun 19, 2011 00:36 |
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Male Man posted:Right away, the grips look kinda funny. The rear grip should have a bumpy texture akin to a basketball along the sides and back, and the VFG looks too long and thin. What did you use as a reference? I'm slightly terrified that you know exactly what gun it is (please don't shoot me ) But then I'm a hopeless Canadian who knows next to nothing about guns
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# ? Jun 19, 2011 00:37 |
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Male Man posted:Right away, the grips look kinda funny. The rear grip should have a bumpy texture akin to a basketball along the sides and back, and the VFG looks too long and thin. What did you use as a reference? Yeah, I'll have to add some detail normal mapping on the rear grip. The front grip is plastic. I believe it gives a good read but if some people are in doubt I'll give a go at it again. What's a VFG?
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# ? Jun 19, 2011 01:10 |
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Odddzy posted:What's a VFG?
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# ? Jun 19, 2011 01:21 |
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# ? Jun 5, 2024 05:54 |
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I actually owned an airsoft HK416 a few years back. I'm going to leave any modelling critiques to better artists than I, but the only faults I can see are through not really conducting enough research and not having access to high res research images. The general shape is there, it's just the incorrect small details like the bottom of the mag having an enlarged bottom plate like that when IRL they don't, the mag itself being too thin, no mag release button above the trigger on the right and the dust cover where the bullets eject lacks the ribbing detail and is either fully open or fully closed and flush with the body, not in between. and no catch on the charging handle. I mention that last one specifically because as an in game model it'll be right up in the player's view. Yeah if I'm gonna sperg out about minor gunsgunsguns details may as well offer some help along with it. I uploaded some old pictures i had of my old 416, as I no longer own it. http://imgur.com/a/TNncZ#JwglP
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# ? Jun 19, 2011 01:22 |