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CrimsonStrife

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Everything posted by CrimsonStrife

  1. Time to turn it in now...so I guess this is as far as it will go....the Normal maps on the walls did something weird....that's the first and last time I trust the Photoshop plugin >.< I think the portals turned out dead sexy though...considering I had to fake them lol. -Edit- Had to make a "reflection" on the assignment too....so I'm gonna trow that at you guys to, cause hell, why not?
  2. Yeah I know what your referring to....the primary problem with the resolution is that according to the rules of the assignment each object can have one texture map, and the walls, floor, and ceiling must all be one object....I therefore have to make everything fit in one image file which is forcing my resolution to be wonky....as for the cube, it looks low detail because all I've done so far is flat shade it. This is what the tiles on the floor SHOULD look like as of what I have done now... But my instructor requires that I fit the textures into this The main reason is that while I graduate after this semester, this is a new class that is supposed to be pretty entry level, I am just taking it (one so he would have enough people in it to have the class) and two because I needed an extra class on my schedule to stay a full time student....So I suspect that given how early in the class we still are, his main objective is to see who understands UV mapping...because from what I have seen, maybe one other student in the class can texture halfway decent.
  3. Above and beyond is always better when it comes to my instructors.
  4. So my texturing class has me making a room...had to have a door, a box, and something on the wall.... this is the WIP of what I have so far.... Done in Maya 2013 In my opinion the portals are the best part so far.
  5. Yeah it's me alright....and I am a hell of a lot better than I was back then...and this looks better than what I can recall mine looking like anyway XD good job so far
  6. You guys might be thinking of one I did for that terrible failure of a mod JAU....it was finished...but I have no idea what they wound up doing with it....I'm pretty sure the group died off though.
  7. Holy crap, wake up and have like 22 notifications O.o

  8. I foresee the arms doing really wonky stuff...considering the way the JK skeleton animates and has to be rigged....
  9. Started a thread which I think will benefit a lot of future game developers as it begins to grow....

  10. So after coming to the realization that a handful of us here have formal Game Development education and or experience, I felt it might be beneficial for those who wish to pursue the industry if we banned together and shared from the fountains of our collective knowledge. I am going to kick things off with an item that is essential to a professional game design...the Design document. Your Design Document is essentially a summary and collection of EVERYTHING in and about your game, while you might not go dialogue for dialogue, you would include the story, the characters, the setting, etc...but you would also then list mechanics, how will the player move, how will they win, is there AI, if so how will it work?... This sounds like a lot I know...and it is, which is why I have decided to share a template that an instructor and I compiled last year. This way, you can see how you might lay out the info, what all is involved, and you can even treat it as a fill in the blanks. You can either copy and paste, or download it as a pdf from the spoiler box at the bottom of the page. One of the major advantages to writing a GDD is that even if you cannot make it yourself, it gives you something with which to pitch your idea to a major developer.
  11. The courses are not a requirement...you could learn to do everything on you own. The classes I took were actually for UE3 which is the exact same interface as UDK, and I wasn't taking them to learn to use it, but because that is the engine my school uses for the degree, the point I was making was that I am more comfortable with it, because I have spent so much time with it. It does dramatically cut down on difficulty because it comes with essentially all the technical tools you would need built in, but it also relies entirely on what you as an individual are either already capable of when you pick it up or what you are willing to research. Not to mention it is still a beta product, so they have not yet released much in the way of documentation. Quoted from the UDK FAQ
  12. A programmer’s wife sends him to the grocery store with the instructions, “get a loaf of bread, and if they have eggs, get a dozen.” He comes home with a dozen loaf of bread and tells her, “they had eggs.”

    1. CrimsonStrife

      CrimsonStrife

      I've got more, but most of them are too long to type here in a status lol.

    2. spior

      spior

      Gee, I've never heard that one before.

  13. Alot maybe....but *ahem* just saying...
  14. And yet another one...lol...you know it sounds like we have enough people we could setup some sort of of guide or tips for the industry...though I suppose that is what this thread is serving as.
  15. CrimsonStrife

    Cau!

    Welcome...we put the "fun" in "Dysfunctional Family".
  16. Exactly...I figured I coudln't be the only one. -Edit- That reminds me...I really should add Scott to my linkedin, and see if I can't get some of the other Redstorm guys, they were fantastic. Don't play their games with them though...they cheat like mofos.
  17. We could take this to some very interesting places... And actually, given that I am probably one of the few (although not necessarily the only) members here with formal education in game design, the ability to frequent Game Conferences, and with contacts in the industry, I could supply a whole slew of tips and information about breaking into the industry...although admittedly I am mainly just parroting back what I have learned, and in few cases speaking from personal experience.
  18. I shouldn't have to get up this early >.<

  19. Alpha was done the same way...except I had to sign a Non-Disclosure Agreement for the duration of the development I was not allowed to discuss the contents of the game or that I was playing it outside of my communication with them and the other testers. These are a lot rarer however.
  20. You mean for a beta? None, these are typically open to the public, but are done via a random selection, they don't pay (not typically) and are not very long term situations, but they are a fantastic way to make contacts. Most of these are play testing and not bug related too.
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