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Inyri

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Everything posted by Inyri

  1. If the requester offers money, it'd be a donation. Don't very well see where the developers would have a leg to stand on to combat it. The creator can very well say "Hey, I didn't ask him for money in exchange for goods. It's not a purchase."
  2. Making a mesh doesn't violate any EULA ever. Making a pre-packaged mod does. And regardless, that's a contract violation. The best they can do it sue you for it. And as far as donations go, as long as they're voluntary there's nothing wrong with them. Most sites that feature donation options usually do them through paypal, and there' usually a disclaimer. Example. I rightly have not looked at Skyrim's EULA lately, but you get the idea.
  3. No, I have neither the interest nor the time, and I doubt you or anyone else could make an offer that would change my mind. That's reality. I don't have to get far enough to get into morals and ethics -- I just don't have the energy to even entertain the idea. Regarding him not being able to figure out how to get something packaged and in-game? Not the issue of the creator. If that's the deal, and the person is willing to pay for it, that's the deal. And there's nothing wrong with doing art on commission. In fact a lot of modding sites for other games have donation buttons right on the download pages. The Nexus sites, in particular, do this. Donations of course are quite different than reimbursement. A seeker offering to donate to an artist for making something is not at all the same as paying for services rendered. So what it really comes down to is: is the artist charging for mods, or accepting donations as gratitude? I think you'll find that legally it makes all the difference.
  4. I am sad that I can only 'like' that post once.
  5. I have no interest in answering a hypothetical question. If you want to ask a real question and get a real answer, go ahead. I've already stated my position, however.
  6. You'd have to pay in advance or I'd never agree to it And if you seriously think this scenario would ever happen, you need to get out and figure out how the world works. Also, you'd have to pay more than $600 per model, assuming I could pump one out every week that you would reliably pay for (which wouldn't happen) and then I'd still have to be able to afford health insurance, which would probably tack on another 50-100 dollars if I had to pay for that out of pocket. Major medical insurance is a bitch. So yeah, not plausible. This whole conversation is kind of ridiculous, to be honest.
  7. Probably because there isn't much market for paid commissions for coding work.
  8. Probably means I don't commit to things that haven't happened, because in most cases you don't know exactly what you'd do in a situation until it occurs. It will never occur, so it's irrelevant in any case.
  9. Look at the first word of the previous post, and I think you'll find that I did indeed answer that very question. I also pointed out that the likelihood of that ever actually happening is really really low.
  10. Probably, but it would be almost impossible on commission unless I was charging over $600 a model, or if I learn to make them faster. It's just not a practical argument. People can make a living doing this in the industry because they're paid hourly or salary, not commission.
  11. Don't know about you, but I'd be really hard pressed to charge enough and put out enough work to make more money selling mods or mod material than I make at my day job. That's why the term "starving artist" exists.
  12. Off-topic discussion has been split off into this thread. Please continue that discussion there and keep this thread clean. Thanks.
  13. Split from this thread. Feel free to continue.
  14. Maybe you should clarify what you define as "a glassy look". Do you mean you're expecting it to be transparent, or just shiny? Regardless, your screenshot is WAY too small to be of any real use. Without knowing what your base texture looks like it's also very difficult to tell if your shader isn't working, or if it's working perfectly and you're just using the wrong shader.
  15. I'm just going to point out that the solution to the "mod policy" is to provide the mesh, take the money, and let the recipient get it in-game themselves. Moot workaround, since nobody'd have the patience to learn to rig a model if they don't have the patience to learn to make it. Also, I take it you think artists should give away paintings and sculptures for the cost of the paint or clay, based upon your reasoning?
  16. Fuck you all. Wait, what is this thread about?
  17. The default chrome tex used in the shader makes metal look totally unrealistic.
  18. I did try mapping a couple of times but I just felt too limited by radiant to do what I really wanted so I never got into it. Figured it was better to focus on what I was good at and what I enjoyed.
  19. Oh god, how did I get mentioned in a thread on mapping? Hahaha.
  20. Worked more on it tonight. Will be done soon. Ish. ME3 N7 Valiant (click to view in 3D)
  21. I'm thinking it has less to do with the shader and more to do with the textures you're using for the shader. If the specular map is sharp, you're going to get a metallic look. If it's a little more blurry, and lighter altogether, you'll get a more plastic look. In my opinion, a spec map and a very slight environment map will give the best results for a plastic sheen. You'd need a custom env map though -- don't use the regular chrome one from the assets. That looks awful on EVERYTHING.
  22. You can't just up the texture resolution and have it magically be crisper -- it doesn't work that way. In fact it would likely get more blurry because it would have to add pixels itself, unless I retextured the whole thing which isn't going to be happening, believe me. The resolution it's at is the resolution it's going to stay at. Next model we can try a higher resolution map. To be honest, as I said, if I had mirrored pieces 512 would've been just fine. The actual texture from Mass Effect 3 is only 512.
  23. More updates. Still going slow, but I'm determined to finish. And because I haven't posted it in a while... I picked 512x512 because that's what the ingame texture is, but I didn't take into consideration that Bioware mirrored almost everything and I didn't so my textures are effectively at a much smaller resolution. Oops, but on the other hand this is turning out to be a very helpful challenge for me.
  24. Also, updated render of the geth with the gun. 8)
  25. Slow but steady. The last bits are going to be the boring part, so they're taking longer.
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