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Messages - Timu Sumisu

Pages: 1 [2] 3 4 5 6 7 ... 71
26
Graphical / Re: [WIP] "Model"
« on: 2013-08-13 13:19:31 »
I never actually use the object origins for anything, they just start where i started making the object :P.

27
Graphical / Re: [WIP] "Model"
« on: 2013-08-13 12:54:37 »
The orange dot is the objects origin in blender - the point about which it'll rotate and whatnot.

28
Graphical / Re: [WIP] "Model"
« on: 2013-08-13 12:26:15 »
I'd put that at either a forarm or lower leg, I'll say the arm is the ticket... aeris? tifa?

29
Graphical / Re: [WIP] HD battle scene pack
« on: 2013-08-07 00:18:29 »
The density and shape of the metal flooring needs work. while it may be due to old low rez textures, the elevated grips in the original are more rectangular rather than with the tapered edges. also yours seems to have way higher density.

30
Releases / Re: [Project] Mike's custom models
« on: 2013-08-06 16:43:04 »
Like I said, my opinion doesn't mean anything. Also, Timu confirmed that they're not.

And it seems then that mine does :P

31
Releases / Re: [Project] Mike's custom models
« on: 2013-08-06 15:50:40 »
Then they're just damn good models.

A little easier to do when your not producing them for ff7 :P

32
Releases / Re: [Project] Mike's custom models
« on: 2013-08-06 15:44:46 »
None of these are ripped from any Square Enix source.

33
Team Avalanche / Re: Out of hibernation
« on: 2013-08-05 22:14:23 »
Cant u just lasso tool the masks?

34
Graphical / Re: [WIP] HD battle scene pack
« on: 2013-08-03 16:26:49 »
the shadow lines might be a tad too dark but the scene reads much better. Well done.

35
Graphical / Re: [WIP] HD battle scene pack
« on: 2013-08-02 12:59:09 »
Bloodshot, for the bloody shinra building, I wouldn't angle any of the blood splats, as the floor is mirrored, and it'll create an unnatural V shaped splat. Use that mirroring to make a puddle or long splat along the edge. Texture quality is good though, maybe make the wall/building panels a bit more defined, shadowing the lines more, and highlighting the edges.

36
Team Avalanche / Re: Out of hibernation
« on: 2013-07-29 18:23:36 »
What is?

37
Team Avalanche / Re: Out of hibernation
« on: 2013-07-29 16:45:24 »
If we have more artists (10+), I would like to jump in and learn more basics of Blender to create some textured models.

If you jumped in now we'd have 1 more of those 10 artists :P

38
Team Avalanche / Re: Out of hibernation
« on: 2013-07-29 13:50:49 »
Every qhimm member would need to learn how to program at a high level as these two, in order for them to get the help they would need. Lol

Or at a low level! *badum ching bad programming joke...*

39
General Discussion / Re: Aeris vs Aerith.
« on: 2013-07-29 10:43:47 »
Maybe i'm old, grumpy, and don't like things that're different, but i was raised on the ol' ps1 version, and Aeris seems rather normal to me. Additionally Aerith sounds like you're pronouncing it with a lisp. Also its pronounced aeris in japanese.

On the other hand... canon.

40
Graphical / Re: [WIP]Motorball
« on: 2013-07-28 13:48:58 »
I'd darken the shaded areas of the texture more, and widen the tire spikes.

41
Team Avalanche / Re: Out of hibernation
« on: 2013-07-27 20:55:22 »
I think it'd be easier to make a new game with current era tools :P

42
Team Avalanche / Re: Out of hibernation
« on: 2013-07-27 14:19:03 »
While cape physics would be cool, My want for an animation export would be to simply have an artist friendly way of making animations for the game. make a set of actions in blender, name them according to what ff7 wants, and hit export -> boom you have new animations :P If only it were so easy.

Also if ff7 could be tricked into using some kind of mesh deformation it would be kool!

43
Team Avalanche / Re: Out of hibernation
« on: 2013-07-26 19:18:48 »
Could you magic some blender export plugin Borde? Pretty pleeaaaase!!

44
Team Avalanche / Re: Out of hibernation
« on: 2013-07-26 12:33:33 »
I /could/ animate it in blender, but how would i get these animations into the game?

45
Graphical / Re: [WIP]Motorball
« on: 2013-07-24 03:11:52 »
whats the edge count on those wheels?

46
Team Avalanche / Re: Out of hibernation
« on: 2013-07-23 16:47:44 »
You guys'll be getting a battle model, chibi-ized field model, and maybe some extra goodies.

47
Team Avalanche / Re: Out of hibernation
« on: 2013-07-23 03:58:16 »
Blender and photoshop. If blender can animate for ff7, someone let me know... it would be glorious.

also, have an update:


48
Team Avalanche / Re: Out of hibernation
« on: 2013-07-19 15:41:40 »
You're getting pretty good at this

disappearing for ages? I know right!

49
Team Avalanche / Re: Out of hibernation
« on: 2013-07-19 13:21:05 »
Props to those who guessed right.





I just slapped the original ff7 eye texture on, and the size/placement seems pretty decent, might make them a tad bigger. Also for those that don't catch on, the only part actually textured is the bottom of the headband, thats the resolution/detail level likely to be seen throughout the texture.




P.S. Sorry, Too lazy to crop the blender ui out.

50
Team Avalanche / Re: Out of hibernation
« on: 2013-07-18 23:46:26 »
Any more guesses?


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