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Messages - Timu Sumisu

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51
Team Avalanche / Re: Out of hibernation
« on: 2013-07-17 15:00:16 »
and here I thought i was working on genesis!

52
Team Avalanche / Re: Out of hibernation
« on: 2013-07-17 12:12:02 »
That wouldn't be a certain flower girl perhaps?

Good guess, but nop!

53
Team Avalanche / Out of hibernation
« on: 2013-07-17 02:01:35 »
I'll leave this here...


54
Dude you have no idea ;) Awesome... I laughed out loud

As a teenager I explained myself by assigning different facets of my personality to three characters. James, Rick, and APZ. (Don't ask how that acronym came about) Clearly... APZ is the happy confident lovable goofball... Rick my mischievous arrogant impulsive side. And James my poet, quietly observing with calm acceptance.


I've been drawing these guys for 15 years. lol Yes, the voices give me strength!

Divide and conquer?

55
Graphical / Re: [WIP] APZ's New Canon Cloud
« on: 2013-06-07 13:41:46 »
Just post some random wireframe wouldja!

56
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-05-08 00:58:28 »
when you model it, the original combination seat/wheel/dashboard is completely messed up (basically, a driver wouldn't be able to see the road).

Maybe thats why its a weapon shop now

57
Completely Unrelated / Re: Candy box !
« on: 2013-05-02 19:12:59 »
how long is it gonna be before we see let's plays of this game :P

58
Completely Unrelated / Re: Candy box !
« on: 2013-05-01 00:29:06 »
nooooo my life is gone!

59
Completely Unrelated / Re: Favorite FF quotes
« on: 2013-04-25 02:14:11 »
"When I grow up I want to be a blitzball!" - a kid in Kilika

60
just got my beta key. We'll see if I have any time @.@

61
Graphical / Re: Cid's Head modeling contest result
« on: 2013-03-29 18:32:08 »
If you want to keep the spikiness but still have that fading off to alpha, you can keep the mesh, and when texturing alpha the hair mask at the end -> thats how they did it in AdventChildren (albeit with ultra highrez textures and meshes).

This way, you could maintain the stylish anime hair, as well as get some quality hair textures in.

The only thing i'd add is a plan covering the base of 'cone' with more unalpha'd hair, to simulate the scalp, on the change the camera pans perpendicular to the spike and could see into his head.

62
at a glance, not too many more objects before a final render!

63
h'oooookay this has been awhile...

1. AFAIk, the battle scenes are in battle.lgp, though i could be wrong
2. I usually used biturn for everything but i was pretty old fashioned like that. So long as you can get the file out it doesnt matter. For putting it back in i believe the current thing is to use img2tex along with unLGP
3.photoshop is great.
4. blender is good for previewing your work in 3D, the uvs should remain (you can get the .objs out with biturn. just look up some tutorials on navigating a 3d view, and how to import meshes, and add textures
5. its mostly about painting and photosourcing, there are a plethora of sources, but something that comes to mind is http://www.poopinmymouth.com/
6. just get all yer textures, and one by one get them looking good @ 5x size. Once you have them in yer editor we can go into more detail of how you might approach a given texture.

64
General Discussion / Re: Help to make the FF movie real!
« on: 2013-03-04 00:26:10 »
for a fairly direct adaptation in terms of visuals, i was buying it.... right until you saw Barret's gatling gun...

65
I do believe we've got one of these, though its far from updated - check on the repo. If you can't get on, bug SL1982.

66
Texture up n do the lighting on those scenes you started?

67
General Discussion / Re: Do you hear what I hear?
« on: 2013-01-07 03:41:58 »
Given the prelude is pretty much a fancy arpeggio exercise, it's hard to call it copied :P While later versions were more elaborate the core of the song is very close to a standard musical excercise.

68
Team Avalanche / Re: The Market
« on: 2013-01-05 20:03:07 »
Last update for the day. This modeling stuff is tiring!


69
Team Avalanche / Re: The Market
« on: 2013-01-05 19:00:11 »
Mayo whats the trick you did in blender to fix the polygons ripping through on the z axis in rendering? I'm so unfamiliar with blender 2.6 @.@

EDIT:
fixed it!

70
Team Avalanche / The Market
« on: 2013-01-05 17:53:05 »
I'm back~


71
Completely Unrelated / Re: New Compie!
« on: 2013-01-04 01:17:20 »
It can play tic-tac-toe faster than you DLPB!

As to sli? I do believe the board can take up to three. I've just got the one card in it at the moment, and am not sure how I'd like to fill those slots. I like keeping it all watercooled, and I also like it being near silent/silent.

72
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-04 01:14:34 »
Make sure not to confuse dirt/grime with just being dark. The place is sure to suffer from poor lighting. I think the current light set up is rather bright, especially when combined with the dummy textures.

Low lighting, combined with some yellowish lights will set the mood a lot more, though I don't believe you've gotten to the final lighting passes anyways.

73
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-02 16:22:11 »
Bloodshot, good work on the texture modifications, I'm going to look into putting that into official release if thats okay with you.

74
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-02 16:20:27 »
SS96

75
Completely Unrelated / Re: New Compie!
« on: 2013-01-02 16:16:42 »
No overclocks yet, so cpu is still at 3.4 - I tested out the mpower's ocGenie for 4.2.

As to the quadro card... I dont feel like doubling the cost of my computer :P. I don't do that much 3D work atm. Most of the part selection was based on sales (32gb ram for 110$). I've also actually been gaming for once! Christmas break is great for that. Most of my time lately is spent on programming/work/school, thus so long as the machine is snappy, quiet, and cool, I'm happy.

P.S. Stylish too!

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