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Show and discuss progress on anything here for feedback (upload finished work to your journals)

Make your mark on history with Ace Games’ debut title VOYAGERS!

Hi everyone,

I've been working on a game with six other friends, I don't know if I'm in the right area to be talking about this kinda stuff. If I am in the wrong area could someone direct me to the right area to be talking about this stuff?
But for now, I'll just post information about our game and group below, thank you.

The Transient are imminent! Can your defences stand up to the hordes of Brutes, Ironshells and Berserkers? Build towers to zap, slow and harpoon your enemies, but why hide when you hold the power of mythical weapons in your hands? Join the fight, summon divine spirits as Atum, Pharaoh of the Free, or harness the power of the ocean as Pearl, Sentinel of the Sea!

Ace Games is a small, indie developer of desktop games based in Brisbane. Since our founding at the beginning of 2016 we have been working on our debut game Voyagers, a fast-paced third person tower defence set for beta release in late October. Come visit us on http://www.voyagersgame.com!

Contact info: acegamingcompany@gmail.com
Trailer: http://www.youtube.com/channel/UC7sfc-vUtgIFYzz08DNUzyw
Website: http://www.voyagersgame.com
Facebook: http://www.facebook.com/VoyagersTheGame
indieDB: http://www.indiedb.com/games/voyagers

Requesting feedback on 3D Character models

Hi, Im studying a diploma of screen an media at QANTM college and am after any feedback regarding some of my character models. Cheers

http://www.tsumea.com/journal/280714/3d-characters-for-animation

Submitted by pgiang on Wed, 06/08/14 - 4:02 PM Permalink

Hi Louis,

Tennis ball - I like that fuzz effect, it looks good in that lighting. I don't know what your project's context/background, but maybe have round shapes for the eyes to make its facial features more soft/cute.

Character - Good modeling on the body. But the face might need some touching up. Smooth out those cheeks so they look more round with less definition (unless that's what you're going for), and I'm not sure if you used a bump map on the skin but there is an unnatural pattern on her face that look like micro pores. The hair looks good, it would be cool to see a video of it animated.

Tennis racket - You've got a nice shape to it, but maybe you need more touch up on the textures. Add some logos on the frames or even on the strings. The grip can be made out of rubber.

Good job! I hope this feedback help. Which QANTM college are you studying at? Melbourne?

Cheers,

Patrick.

Submitted by Louis McDonnell on Wed, 20/08/14 - 5:16 PM Permalink

Thanks Patrick for your feedback I really appreciate it. I like your idea on making the Tennis ball eyes round, I might have to play around with it. Yeah the girl character had some kind of skin dissorder, I was playing around with bump maps so she needs a bit of refining there. I will post a video of some animations I did with it, we did this for our final project where we had to complete a project from creation to completion and I have just graduated from the course at Brisbane Qantm. Did you study at Qantm? I'm looking for some projects to work on as a 3D character modeller, do you know of any? Thanks again man.

Submitted by pgiang on Wed, 10/09/14 - 11:07 PM Permalink

I'm glad you took my feedback positively. I hope I wasn't being too harsh. I'm looking forward to see your animation as well as future projects.

I don't study at Qantm, but I study at Deakin Melbourne campus in a games degree. Almost done, with 4 weeks to go. With finding 3D projects to work on, it's really tough. I decided to start my own project to work on, and it's going to be a short film for my portfolio. I've got another friend working with me at the moment and we're at the storyboard stage. If you want, I'm looking for someone to give us a hand in 3d modeling with characters and scenes. If you're interested my email is: patrick.giang@hotmail.com.

If you're not interested, that's fine. What I found that can help you start somewhere else is a place called moddb.com. There you can find a job page where they post all sorts of remote positions and you can work at home, but most of them are volunteering (You got to start somewhere).

I hope the best with your 3d modeling career.

Again, sorry for the late reply.

Cheers mate!

Swipe It: Android

Hello anyone who still reads this forum!

I am a one man hobby developer who whipped up this game in my 1 week holiday from full time web design/development.

It's a pretty simple game and premise but hopefully you will find it enjoyable. If you're interested I am currently running a high scores comp on the game, for more details please see this post

You can get the game on Google Play here
Or checkout the facebook page for more info here

Hoping to see some new high scores!

[WIP] The Flash

Hey everyone this is my first post on here. This is my work in progress of the super hero Flash. Any critique would be great thanx!


Submitted by souri on Wed, 01/06/11 - 3:49 AM Permalink

I'm gonna have to log into your account and see what's happening. I'm guessing it might not have been activated properly. I'll have to look into this tomorrow. I have your email address so I will keep you updated.

Sorry for the hassles. We've just completed a major update on the site a few days ago, and there's a few things broken here and there.

Bouncer Boot Out: iPhone

Let in the Rad! Boot Out the Bad!

Hi Everyone!

We are a Brisbane based studio that has our first iPhone game out on the App Store.
Take on the roll of a Bouncer at the door of the best clubs in Funky Town, and enjoy the power of booting out the bad, and the cheers of adoration when letting in the Rad!
Would love everyone to take a look at it and give us feedback!

The game can be found on itunes here
The link to the website is here

Looking forward to hearing your feedback!

Submitted by SLS on Fri, 04/03/11 - 7:08 PM Permalink

I had a lot of fun doing the music and fx for this game - fun game, and a great bunch of guys!

Bouncy Disco: iPhone

Hi, I am a new indie developer from Melbourne, and I have just finished my first project for the iPhone. The game is called Bouncy Disco and is currently available in the App Store. I'd love for anyone here to check it out and let me know what you think, as it's really my first title.

You can find the game here!
Also, feel free to check out my website for more information!

Looking forward to hearing some feedback!

- Benn Lockyer
Twisted Shield Interactive

Submitted by souri on Fri, 17/12/10 - 2:39 PM Permalink

I've looked at the webpage you have for the game, as well as the iTunes page, and after looking at the pictures available, I'm still not sure what this game is about! :) All I know is that it's a physics based game, but I can't see it from the screenshots. Perhaps a youTube trailer / teaser video would help a lot (although this is another big project in itself, and you need to pin down the presentation well or it will work against you).

Submitted by Anonymous (not verified) on Wed, 22/12/10 - 4:02 PM Permalink

Thanks for taking a look, and thanks for replying. Having the description written well is something I've had a little trouble with, so it's no surprise that it's not the best..
I think that the youTube video may be a little too much right now, but I will make sure I get the description fixed as soon as possible.
I will re-post as soon as it's up, and if it's not too much trouble I would like you to let me know if you have a better understanding of the game at that point, as you may be able to help me fine-tune the wording since you haven't yet played the game. ^_^

Magnesian

PineApple Fish, a team of student developers based in Brisbane, are set to release Magnesian. Bringing together puzzle and action elements in side-scrolling platform style, Magnesian is a showcase of fresh mechanics, utilising the physics and visual power of UDK. The industrial world is brought to life through detailed graphics and deep set pieces, creating a unique and immersive gameplay experience.

Inheriting the magnetic abilities of robot guardian RP-1, players are able to fire polarised energy from their hands, as well as fire projectiles that change the sign of magnetic objects in the environment. The gameplay, based on the simple yet extensive mechanics of attraction and repulsion, are easy to understand yet difficult to master.

The robot world is vast, varied and detailed. The city of Magnesia is a maze-like metropolis of complex puzzles and decayed pathways, with many objects left magnetised. Timing, logic, and a fair dose of polarised energy will be all that RP-1 needs to escape.

PineApple Fish are a group of dedicated indie/student developers from Brisbane Australia. The team has been working on the game part time for just under a year, 6 months in the development phase and 4 months so far in production.

A test build is available for download at http://www.pineapplefishstudios.com or at http://www.indiedb.com/games/magnesian

- PineApple Fish studios

Submitted by NathanRunge on Sat, 27/11/10 - 4:18 PM Permalink

I have seen this game in action. It is sweet. Undoubtedly the best game to come out of this year's batch of QUT graduates. Keep up the good work. Oh, and fuck Ross Brown, Michael Docherty and Matt Ford.

Sp.A.I (Q.U.T University Project)

Sp.A.I

You the player must take control of an Artificially Intelligent hacking program call Aiva and navigate her through a virtual landscape of the Tech Industry servers. Make your way through treacherous puzzles and all the while avoiding the deadly enemy and searing defence lasers in this 3rd person Puzzle platformer.

The player must hack through firewalls, avoid security protocols and decrypt the files to make their way to the core of the server.

Sp.A.I is created by 5 Australian university students in the Unreal Development Kit as a part of their 3 year course at the Queensland University of Technology.
It is currently to be considered in a pre release Alpha stage. They currently have one concept level released but soon they will be releasing a new showcase level on Sunday (24th/10/2010 EST).

Find out out more at www.indiedb.com/games/spai

or on www.facebook.com/pages/SpAI/102315119831732

Secret Agent Amaya Borghild

WANTED: Amaya Borghild ( A-my-a Bor-jill-da )

Agent in the order of the dusk rain, a guild of elite 'honorable' assassins. Amaya is 28 years old, 5'10 and 122lb and although only a lowly koyakunin rank within the guild, she is more than a match for dozens of our elite soldiers.

Its rumoured she wields the legendary Star Souba one of the 12 swords of creation. It is said that this blade was first weilded by Lord Ozutsu Borghild during our worlds creation, to slay the sun and bring about the first stary night.

Amaya is deadly calm and deathly cold in emotion, avoid close confrontation at all costs.

- Reece Dhamser, Commander - Her Majesties Royal Gaurd.

Im calling her done, still some things id like to do, and maybe ill repose her for another shoot at some other stage - id like to explore her guild, maybe make her sensei or a higher ranked swordsman from the order of the Dusk Rain.

Programs Used:

3DStudio Max 2008
Zbrush 3.2
Adobe Photoshop CS4
Marmoset Toolbag

SHMUP Alpha

Hey everyone, here's a project I've been working on.
A side scrolling shooter.

OneClick installer here
Game is 49Mb, but other components that will install by themselves can be up to ~350Mb.
The installation of these other components will take at least half an hour to install, but only need to be installed once.

There are a few things missing:
* Re-map controls
* Any kind of story/premise
* More then one level

But, please have a play and tell me what you think.

Images:

Video:
YouTube
Make sure to watch it in HD, also the scanline effect is gone.

Submitted by charcoal on Wed, 25/02/09 - 2:53 AM Permalink

New version is up!

Now you can play with sounds!

Submitted by charcoal on Mon, 02/03/09 - 9:36 AM Permalink

Even newer version!

Added:
Music
SFX volume
Music Volume

Modified:
Enemies' shields now flash when hit.
Font and some visuals.

"heartless" Ifrit-crisis core version

This is/was my entry for the gameartisans.org Kingdom Hearts War mini comp

http://www.tsumea.com/journal/kit11/310109/kingdom-hearts-war-mini-comp if top link doesnt work, this is to my journal so can view it there

feel free to comment/critique

Submitted by Bittman on Mon, 02/02/09 - 9:43 AM Permalink

I meant to comment before when you originally showed me on Saturday night.

Though I've never played crisis core, the Heartless version you created is great. The shadow to fire effect always looks great, and you've brought it across in a very kingdom hearts style which I can imagine being implemented in game rather than some ridiculously high-poly pre-render.

My only query is whether the heartless symbol is the mark on the arms? If not, you appear to be missing a heartless symbol. But that's just in keeping with the games and is only a design portion which won't really affect the work.

In summary: good job.

Submitted by kit11 on Mon, 02/02/09 - 1:54 PM Permalink

yeah the symbol on his shoulders is the heartless symbol, its hard to get a pose that make the character look good, but also show off all the details.

i originally had him on a simple base that also had the heartless symbol on it, but it didnt look very good with multiples on the final layout.

The Fourth Dimension - Game Design Doc [WIP]

Been working on a full GDD for a while now, but with massive breaks in between here and there. Now that I'm back from holidays, I'm hoping to crack my whip and get back onto making my game design portfolio. Since this is my centrepiece (or it better be with it's sheer number of pages), I thought I'd leave it here for some comments (even though sumea is a bit quiet at the moment...) whilst I finish the 10-20% which needs to be finished.

The Fourth Dimension - GDD
(it's online, so I can't sue you =P)

In short, it's an RPG with real-time fighting elements. I don't expect anyone to read it all, so I'll also put the Overview here:

Overview

High Concept

Four Dimensional is a game developed in the RPG genre which centres itself on interactive storyline, real-time combat and ease of play.
Gameplay

Four Dimensional is a third-person role-playing-game that implements an interactive story, real-time button-combination-based combat and an open, but moderately linear, explorable world. The story flows around stories of many gifted individuals and their interaction with a completely fictional, and highly imaginative, world and it's people. The main features which players can interact with this game include interactive choice for story; a real-time combat system based from fighting games where combination of buttons is favoured over simple selection alongside party member management; and an open world which is vast enough to warrant exploration over the duration of the standard RPG-based world.

Implementation

Four Dimensional would be favoured for console development given the combination requirement of combat, however size may become an issue given the 'choose your own adventure' approach and large world. Developing a motion-sensor approach to a Nintendo version is only required if an action can be easily implemented with an easy-to-use motion. Online capability, of all console types and PC, is almost seen as a pre-requisite for many games, and this would be used to advertise the co-operative play of combat which can also be accessed through standard multiple-controller use of consoles (a versus component may also be acessible).

Four Dimensional has a variety of ways in which it can be implemented which will depend upon the success of the game and the level to which it will be used as a franchise. Though the game is designed to be a one-off game, prequels, sequels and even the breakdown into episodes are all possible points of implementation. The game includes enough characters and only a particular slice of the larger fictional world which translates to more levels/areas and plot to develop prequels and sequels. Another possible approach, which has become increasingly popular in games recently, is to implement the game episodicly where episodes would be based around one character in every episode (e.g. Laura would feature in episode 1).

Distribution, futher implementation strategies and expanding on the above points are all discussed in Market Analysis.

Key Selling Features

Expansive world which provides user with sense of adventure and gives the story with a wide variety of settings and themes. World is 'open', by allowing gamer oppurtunity to travel back and forward, but somewhat linear concerning story development.

Character-heavy game with anywhere between 4 and 10 playable characters; each with substantial character development throughout the game.

Other characters can be ordered to follow certain commands to work effectively against enemies as a team.
Difficulty levels are built around the selection of hard route versus easy route for certain sections of the game This allows 3 difficulty levels: easy, hard and free-form.

Co-operative and competitive enabled for game as a secondary mode aside 'story mode' with possibility of online play. Versus mode may also be a possibility, or extension, of the game.

The common 'leveling' of the RPG genre is replaced with a focus on learning new abilities through training, scrolls, etc and item hunting which results in players having to do as little 'number-crunching' as possible.

Battle style is a mix between fighting games (where a combination of buttons translates to character attacks/abilities) and RPG (where character management and strategy is essential) while keeping the flow between being in and out of battle.

Designed universe is infinite in a theoretical sense as exploration of dimensions is developed, though developed world

Design Goals

Flexibility – Game should be created with the knowledge that every player gives a different approach to every game and thus the game should allow this flexibility by giving the user choice, or the illusion of choice, in regards to story development, game progression and exploration.
Simplicity – The game should be designed to be as simple to the user as possible in terms of learnability and usability.
Story-driven – The game should be designed around the plot, but never take control away from the player for too long.

Plot Setting

The world has long progressed through the ages where people believe one power can rule the lands, but is not naïve enough to hold belief of peace throughout. Terms such as nationalism favour few, and globalisation even fewer. The world exists divided: geographically, socially, politically, economically, technologically, religiously, and magically. But in this division is a precarious balance which has been forged through the passing of time exists, but like all things that must be balanced, good and evil must exist. If this balance breaks, only a god would be able to stop the snowball which the devil will purposefully cast.

Two youths named Laura and Taille exist in this world with a special gift unheard of previously in the catellogues of time, and their story fatefully intertwines with other unique beings in a quest for revenge, gain, belief, answers, salvation, peace and laughter. Boundaries which have been created through time will be broken by those who fight with strong reason; even the boundary of time itself.

Objective

The game's basic objectives can be broken down into the two higher level challenges of completing the story and completing the game. Though they can be essentially categorised together, completion of the game entails meeting all provided challenges within the game which are discussed in Challenges. Throughout the episodes, a player should constantly feel the story drive them forward, which in turn places 'completing the story' as a goal the player must accomplish to discover the entire story. Challenges of the game should also be enticing for a player to undertake with the promise of both a deeper understanding of the story and an increased ability in playing the game (I.e. more techniques, items, etc).

Submitted by Soul on Wed, 21/01/09 - 12:14 PM Permalink

Free afternoon == time to read this thing!

One thing I can already suggest, before using this in your portfolio, is finding a friend who is a good editor and getting them to go through your work. Obviously this is still in a draft stage, so it's not crucial right now, but it will need a bit of polish and attention to detail in order to make sure it's an impressive centrepiece for prospective employers.

Take it easy!
-Soul

P.S. My apologies for any grammatical or spelling errors in this post - they are almost certain to appear whenever writing about editing :)

Submitted by Soul on Wed, 21/01/09 - 5:25 PM Permalink

Just finished! I skipped the appendix to avoid any potential confusion with overlapping or contradictory information - design documents are always challenging enough on their first reading - so my apologies if I miss anything covered within it.

If I had to explain this game to someone, I'd call it "Final Fantasy meets Street Fighter", which is probably enough to make the Japanese market wet its collective pants. Some people feel its tacky to refer to other titles when describing a design, so for fthose people let's call it a "story-driven J-RPG, mixed with traditional beat-'em-up combat elements". I prefer the former description, myself.

What I like about this document is that, at times, you provide some clear insight into the rationale behind the stereotypical decisions made by this genre. For example,

".. not to encourage saving large amounts early for powerful gear which may ruin the balance in early combat challenges, some gears[sic] should only be obtainable in certain shops which are further into the game."

or,

"... areas which encourage Exploration Control are either spacious areas to give the sense of travel or cluttered areas to give the sense that the terrain itself is a puzzle."

show that you're already thinking beyond the "list of guns" + "list of items" = "game design" school of thought. Understanding the impact of your choices upon the player, whether they be physical, emotional or intellectual, is the cornerstone of good game design (in my opinion, at least).

I especially liked the idea of enabling "combination technique assistance" for more casual players - it's a great idea, and is the sort of thing that should be turning up in more mainstream titles.

Barring the A4 page of scribbled notes sitting in front of me, I have two pieces of advice; the first is related to document layout. Because most people won't have time to read your document in its entirety, it's always a good idea to put your high-level, executive summary style text at the top of each section. For instance, in your "Player Interaction" section, "Character Control" should probably appear before the list of buttons contained in the "Actions" section. In fact, you should probably endeavor to write a clear and lucid high-level description of every major element of your design.

The second is to introduce the idea of "gameplay minutes". Gameplay minutes are prose descriptions of a passage of play, and are a great way to convey the experience of playing your game to the reader. The level of detail you go in to is entirely up to you; maybe you want to write a rousing, dramatic account of combat, or take a more technical view and describe the button combinations the player might use to perform a sequence of actions. You already have an excellent flair for fiction, so I suspect using this technique may greatly help others in visualising your game.

Well, that's all I've got! Sure, there might be a few, remaining nit-picky issues - they're really not very important - but feel free to send a message my way if you want to discuss it further. Overall though, good work!

-Soul

Submitted by Bittman on Wed, 21/01/09 - 6:25 PM Permalink

Thanks a ton for your advice and proper comments. Final Fantasy meets Street Fighter probably sounds right, though I of course intend to bring it across in a better way.

Thanks for your comments on insight. I was often worried that I was not specific enough with some parts, but I guess comments show more insight than numbers.

Document Layout: An executive summary hey? Sounds like something I should have thought of earlier since I've had to do them in other documents I've written. Excellent tip.

Gameplay Minutes: I like the wording, and I had also thought of something like this but wasn't sure how to convey it without making it sound like an unrealistic dream.

Thanks a ton for reading it all (didn't actually expect that), your comments are more than I could have hoped for at the moment anyway. If I want to discuss it more (and bug you more) I might message you, but perhaps I'll save it until I've completed it (should only take a few hours, except this isn't the only thing I'm doing at the moment).

Submitted by Anonymous (not verified) on Thu, 12/03/09 - 5:47 AM Permalink

Fourth Dimension seems like a solid game design. I like how you are focusing character development on a "non-grinding" schematic...this gives a lot more incentive for new/beginning characters, and adds a sense of equality to the game. Have you pitched this to anyone?

--
Frank

Submitted by Bittman on Thu, 12/03/09 - 9:08 AM Permalink

1) I'm using it in my resume, and hence it needs to be freely available on the internet.
2) Pitching game ideas to studios probably has a 1 in a million chance of working from my viewpoint.
3) It's not finished yet
4) It is only for my resume, if it was something I was paid to write up I would have some things working much better. As it is now it's difficult to find time to finish it off let alone change it.

Thanks for your comments though. The "non-grinding" thing is as you say, but more importantly to deviate from the norm some designers feel is required which leaves many games appear as stagnated sequels than original ideas. A lot of what I put into the Fourth Dimension addresses what I see wrong with some current RPG's given evolving demands of gamers.

environments

Another page in my sketchbook filled. Some time ago I posted some quick environment visualisations, these are more or less a continuation of that theme (being quick environment visualisations). I was going to do them as pen line drawings but don't seem to own any functioning pens at the moment so went the pencil route, which I'm happy I did as I they have become an exercise in tone as well. If i can maintain the motivation I'll do a few more and post em.

Submitted by tojo on Thu, 01/01/09 - 9:40 AM Permalink

very cool and fun looking sketches dude

my favorites are the last 2

..but they all look consistent and could easily be imagined in a game world

Submitted by Sabre070 on Thu, 01/01/09 - 1:16 PM Permalink

I was considering making a game only using sketches. I never got around to it..

Still, cool!

Submitted by Anonymous (not verified) on Thu, 01/01/09 - 1:47 PM Permalink

I'm impressed! I really like your style and the atmosphere you pulled off with only pencil sketches.

Feels like a Japanese isometric adventure. Get some water-colour or something in there!

Character for my game

Been working on this character for the past few days. Finally brought myself to post on sumea and get some feedback. Not sure how to attach pics so here are links to on my webspace.

http://www.users.on.net/~urantiacjd/dm/d1.jpg
http://www.users.on.net/~urantiacjd/dm/d2.jpg
http://www.users.on.net/~urantiacjd/dm/d3.jpg
http://www.users.on.net/~urantiacjd/dm/d4.jpg
http://www.users.on.net/~urantiacjd/dm/d5.jpg
http://www.users.on.net/~urantiacjd/dm/d6.jpg

PS whats the method to make the pictures load up instead of having to have links? I tried link but no go. *scratches head*

Submitted by souri on Wed, 29/10/08 - 11:21 PM Permalink

I'd love to hear some comments from the more experienced normal mappers around here, but I think the lo-resolution textures puts it down a bit. The proportions and muscles are nice, although I think some of the work you've done over them looks a little bit off (veins and skin texture). Lips look kinda unnatural though. I think this model has the potential to be really great, just needs more polish.

Submitted by urantia on Tue, 04/11/08 - 1:35 PM Permalink

Cheers for the comments fella's.

Taken into account, going to apply this to the model and post back.

Should see it animated! gosh! just wow!! my art pipeline has to be one of the best in the world.

I can model my character, export out the low res mesh with high res normal map.

Stick it into the software (i cant name for now) which auto riggs the model perfectly and applies a motion capture animation all done in under 5 mins (not including the modelling/texturing of course). The model can be setup with all required animations, litrally dropped into the game and set up as an enemy with AI, or a playable character.

The motion capture animations are done for me from a motion capture studio in belgium and emailed thru, i just ask what sort of animation i want, or send them an example video of the animation i need motion captured and wallah! I cant explain enough how much easier this is!! for a 2 man team, the software and support we are getting has put us on a level playing field with a large game company with many more staff.

hope to fill you all in soon and show more of what we are working on.

Submitted by redwyre on Wed, 17/12/08 - 2:40 AM Permalink

I don't want to sound overly critical, but that normal map looks horrible. The normal map density seems to vary wildly, the detail seems to vary (some bits rough, some smooth), and it looks like the normal map has some very bad compression artifacts.

Submitted by tojo on Mon, 22/12/08 - 11:08 PM Permalink

i dont know how constructive the word 'horrible' is....

but redwyre is correct in saying the density varies too much..

i think souri is right in saying that a bit more polish wouldnt go astray..

it is quite common to create the normal map and diffuse/specular passes from the same bakedown of high to low.. so keeping this in mind.. it is something that you really dont want to rush..

take the time with it and be self-critical...

other than that i think you are half way there... so thumbs up

Submitted by urantia on Wed, 07/01/09 - 1:45 PM Permalink

And i fully agree. The normal mapping was no where near finished. actually the model was whipped up in a couple hours to test out some features of the game engine. Hope to share some more soon in an interactive playable kind of way.

Cheers for constructive critism

Insidia, Wyvern Empress

[shot]http://img528.imageshack.us/img528/6377/insidiadiffusewx8.jpg[/shot]
Diffuse, Original is 2048

Model by friend Tweek, and textures and uvw's by me.

She was meant for the Make Something Unreal Contest, but the deadlines by this coming Friday, and I don't think we're going to be able to get it rigged in time, seeing as though Tweek just had his PC die :shakefist:

Used Bodypaint 3D and Photoshop to paint all the textures, Uv mapped in 3dsMax8 with Roadkill.

No zbrush or mudbox here at all :P

Unreal 3_map

Well I've been working on a unreal 3 map for not to long actually,sadly on and off but I guess I've spend under 24 hours on it but I have 3 days and 3 night straight of nothing >< so going to spend the time watching anime, drinking tequilla and making the damn map look awsome ^^ this would have to be the first unreal 3 map that I have made by myslef so yay and I've got many more brewing away in my head so more to come after this one ^^

well this is the high poly version I'm working on atm for the landscape, I've mad it in zbrush and is were I'll also get the lowpoly from as well, we shale see what happens some time more in the next few day I hope I can start modellign trees/ folage soon ^^

http://img134.imageshack.us/my.php?image=utarenadj5.jpg

Kingdom Hearts: Kairi

Hey everyone,

I havent posted here in a long long time, thought I would show what ive been tinkering away on over the past couple of weeks.

I chose to work on something completely different to anything I've ever done, so I picked a character from the kingdom hearts games, Kairi.

I originally set out to capture her as closely as possible but I soon felt compelled to make the design mine instead, and mature her just a few years.

For every problem I started to solve I started to see a dozen others pop up and before i knew it i was going backwards, so thats where i decided to leave it.

This is my Kairi,

I hope you enjoy looking at her cheeky smile as much I've loved building her.

Submitted by DaneORoo on Fri, 19/09/08 - 8:57 AM Permalink

You've done a good job, nice render too.

I do notice some wierdness with the hands, but hands are hard to do.

Mind posting a wireframe so we can see your poly distribution?

Dane Brennand - Texture Artist

Submitted by Neffy on Tue, 23/09/08 - 12:26 PM Permalink

The model looks beautiful the lighting is really nice too her face is so cute, I loved that game and u have portrayed her very nicely. I like how you aged her and gave her a keyblade, Its a shame the shoes don't look finished.
I'm really interested in a Wireframe as well!

Submitted by HazarD on Wed, 24/09/08 - 6:19 PM Permalink

Thanks buddy :)

Yeah some pinching going on between the index and middle finger doh! never mind, will improove that for the next character! Wireframe wouldnt be too helpful as its about 250k poly I think!

Submitted by HazarD on Wed, 24/09/08 - 6:21 PM Permalink

Neffy wow! i cant believe your still kicking around here as well! I kind of dissapeared from sumea for a good 4 years or so i think, you probably dont remember the old bastards like me, malus or pantmonger! But I remember you!

Thanks for the comment, I totally agree with you about the shoes, argh! they needed the sole design and colours.