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3 Dimensional Chat / [LOCKED] Kenjar's Model's

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Kenjar
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Posted: 31st Jul 2006 00:38
I'm likely to be closing down some websites in the near future, so rather that loose those models, I thought I'd post them here for comment, and so they are not lost. They are free to use for free projects, I've included the licence so read for full details. If you intend to use any of the meshes or textures contained in this archive for a commerical, shareware or any project where the programmer wants to make money, I must be contacted first.

Each model is in Milkshape 3D format and the textures are high res 1024x1024. Everything here is created by me and no one else.

[img] http://projects.impulsefiles.co.uk/forum/index.php?action=dlattach;topic=36.0;attach=71;image/img]











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Kenjar
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Posted: 31st Jul 2006 00:55 Edited at: 31st Jul 2006 01:05
50Mb my bum! Won't accept my 22Mb file, so I'm uploading them sperately, here's the first one.

These are the camoflarged and sliver ships.


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Kenjar
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Posted: 31st Jul 2006 01:01
Purple Version of the Trueman class fighter.


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Kenjar
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Posted: 31st Jul 2006 01:04
Green Version with rust


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Kenjar
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Posted: 31st Jul 2006 01:08
Rusty grey version


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Kenjar
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Posted: 31st Jul 2006 01:11
Final one! Grey version no rush. Clean.


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BiggAdd
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Posted: 31st Jul 2006 16:53
Looking cool. keep it up.

You could add a bit more detail though. Like random boxes or small tubes etc... that look like they do something.

Tinkergirl
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Posted: 31st Jul 2006 18:03
Greeble! (Not a random word - I promise. It's the word for little random bits added to models to make them look techier and noiser. Originally from the prop and film modelling industry, I believe. The DeathStar and Star Destroyer are both highly 'greebled' models).

Mucky Muck Ninja
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Posted: 31st Jul 2006 21:22
In blender there is a greeble tool...its called the Discombobulator...and that is why I love blender lol. I think I like the first ship the best, looks very cool.

Kenjar
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Posted: 31st Jul 2006 22:21 Edited at: 31st Jul 2006 22:30
Sorry I'm a realist, and a star trek fan, to my mind, simple, smooth and less noisy designs say more advanced to me.

Anything with bits shoved on it looks randomly rigged and patched inexpertly. If you look at todays jet fighters, cars, etc, it's all about streamlining the design. Remember while space may be empty, there's plenty of gas giants, micrometiorites, and plantary atmospheres as well, entering those sorts of enviroments with bit's and peices all over would create drag, and there's the possibily of having bit's ripped off if there's too much pressure and friction (let face it, earth atmosphere is tame compaired to most of the solar system).

Also, for game design I always do my best to keep the polygon count to minimum.


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BiggAdd
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Posted: 1st Aug 2006 06:25
Thanks for the technical term Tinker Girl.

dark coder
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Posted: 1st Aug 2006 09:36
I dont like the designs myself, a bit too simple and nothing going on, and lack polys for todays games, i like ships with greebles and stuff but aslong as the design itself is good they arent allways required, the textures youve used could do with redoing as there either too basic or too dirty, outlining some panels and perhaps some ship decals and maybe some scratches from various rocks would make it look nicer.

the first design has potential but the cockpit area looks really bad some more obvious windows would make it better as it does look to be a small 1/2 person fighter/bomber.

Hallowed are the ori.
Kenjar
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Posted: 1st Aug 2006 17:55
Everyone is entitled to their opinion.


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dark coder
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Posted: 1st Aug 2006 21:16
Why did you posts these models here? you dont want comments, you just clearly turn everyones critisizm against them and arent taking any of it in, and your reply to my post, whoa that was awsome did you even read it? ive made alot of spaceship models and seen alot of other peoples and think that my advise is quite usefull, if i could be bothered i would have sketched a ship design that is good and posted it here as i was going to on a previous topic buy my scanner decided to not work.

Hallowed are the ori.
Kenjar
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Posted: 1st Aug 2006 22:49 Edited at: 1st Aug 2006 22:53
Why do you expect me to instantly agree with what you say? I happen to like minimalist designs. I get that you think complicated fixtures and fittings look good. That's fine, I'm not going to try and tell you not to use greebling, it's a personal choice as it's your work. I just don't agree with what you say. Sorry, I've got a mind of my own. It really isn't anything personal.


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Seppuku Arts
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Posted: 2nd Aug 2006 01:42
This bit of advice I would take from DC

Quote: "the textures youve used could do with redoing as there either too basic or too dirty, outlining some panels and perhaps some ship decals and maybe some scratches from various rocks would make it look nicer.

the first design has potential but the cockpit area looks really bad some more obvious windows would make it better as it does look to be a small 1/2 person fighter/bomber."


Greebles look good, makes the model look more complex and well its something useful to you skills (By doing it you'll learn more than with out), but some space ships models live without them.

As for the textures, I agree with DC's comment on these, okay you don't need to make them complicated or make them look super realistic, the textures themself you have are of good quality, however they do not suit the model, it looks like you grabbed a texture and tiled it, fair enough that works for rooms and architecture, but my advice on improvement, now that you've modelled it, is to learn to UVMap (if you don't already) and texture (ditto) and try to apply that to you model, you will find you'll be more satified with a better textured model.

However Its a good start to a spaceship model, it does have rooms for improvement as every model any one makes does. But they've been commented on

Kenjar
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Posted: 2nd Aug 2006 02:30 Edited at: 2nd Aug 2006 02:31

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Kenjar
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Posted: 2nd Aug 2006 02:38
In responce to people critizing my texture mapping.





This is a work in progress, I hope it demonstrates, that when I take the time I can do it well, dispite this being a WIP. For these last few models though, they where only really designed as quick knock up's for Open SF, which is a failed open source project. Had the project continued I'd have put in far more effort. It was, at the time, better to produce place holder models, and work on them later once the project was established.


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Megaton Cat
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Posted: 2nd Aug 2006 06:32
Seeing as Dark Coder plane models kick-ass, I am going to agree with him. Those textures need some serious work. Consider doing an actual UV map rather then just applying this "gribble" stuff everyone is muttering. It'll do wonders for the space ships.
Kenjar
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Posted: 2nd Aug 2006 11:17
lol, dark coder is one of the greedble mutterers . I agree with the textures to an extend, but I'm not really willing to put the kind of time into each model that it needs. When, I personally need the models for a game I'll redo them, but right now they look fine to me.


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Kenjar
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Posted: 2nd Aug 2006 11:36 Edited at: 2nd Aug 2006 11:38
A simple foot bridge model, nothing more then a fixed board designed to cross small streams and narrow rivers. Unusually for most, in this case I've designed my fantasy models with Level of Detail in mind. So there are low poly, medium and high poly versions of the model. It also comes with three sets of textures, 1024x1024, 512x512 and 256x256, so anyone writing games and deploy an options system to speed up slower PC's.







Again, these models are free to use for free projects. Screen shots taken with the Open MMORPG model viewer using an old FX5200 card, so the high res texture doesn't come up too well.


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Kenjar
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Posted: 2nd Aug 2006 11:41


Design of a crude table, designed for Open MMORPG. Again, I designed three versions, low, high and mediun poly with corrasponding textures.


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dark coder
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Posted: 2nd Aug 2006 14:52
You should consider using 1 bit alpha for the lower poly ladders, that way you can save alot of polys and make it look nicer.

also the ladders design isnt very well thought out, unless its some assault course it isnt very practical since it looks steeper than 45 degrees it would be better to arrange the wood so they are horizontal.

Hallowed are the ori.
Tinkergirl
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Posted: 2nd Aug 2006 15:07
They're not ladders, it's a wooden plank bridge

Seppuku Arts
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Posted: 2nd Aug 2006 15:13
Your ships are improving mate

Kenjar
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Posted: 10th Aug 2006 20:21 Edited at: 10th Aug 2006 20:34
Here's a church model. Produced using 3D World Studio, light mapped and ready to use in DBO format. All the textures are my own rendering. Once again free, for free projects. Commerical must seek my permission to use the model or any of the textures included.

I didn't include doors and windows, because in the program I wrote the doors and windows where interactive, seperate objects that responded to mouse clicks and the like.

Part 1 Download

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=968120

Part 2 Download

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=968122





10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.

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Kenjar
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Posted: 10th Aug 2006 20:25
part 2 of the archive, because the 50Mb limit claimed for uploads is alot of rubbish.

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.

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Kenjar
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Posted: 13th Aug 2006 00:30 Edited at: 13th Aug 2006 00:37




Part 1 Download

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=970063

Part 2 Download

http://forum.thegamecreators.com/xt/xt_apollo_download.php?i=970070

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.

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Kenjar
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Posted: 13th Aug 2006 00:33
Part 2

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.

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indi
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Posted: 13th Aug 2006 04:41
the style is kind of Play-station 1. Similar to a style i use occasionally.

the church could do with a lot more wear and tear or greebles for it to be realistic.

The wooden texture is wrong for realism on the bridges and on the church.

The bright green plutonium on the roof looks like you have radio active seagulls in your game!

It currently works as a play-station 1 type art style.'
keep practicing it will pay off.

Oddmind
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Posted: 13th Aug 2006 05:08
everything looks alrgiht but 1024 by 1024 is way to big for the amount of detail actually present in the ships. id say 256 sq. tops.

formerly KrazyJimmy

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Kenjar
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Posted: 13th Aug 2006 11:23
Quote: "the church could do with a lot more wear and tear or greebles for it to be realistic."


If one more person mentions greebles to me, I might just have to choak them.

Quote: "The bright green plutonium on the roof looks like you have radio active seagulls in your game!"


Yep, I agree with that one.

Quote: "everything looks alrgiht but 1024 by 1024 is way to big for the amount of detail actually present in the ships. id say 256 sq. tops."


256? That's more insane then greebles! What do you run? An old Geforce 2 or something?

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
Cash Curtis II
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Posted: 13th Aug 2006 13:21 Edited at: 13th Aug 2006 13:28
Actually Kenjar, it's smart to conserve texture memory where you can. I often use 256x256 textures because they look just fine in game and take up only 1/4 of the memory. As your game models add up you might run out of texture memory, then your game will have problems. Especially when that memory is being taken up for no good reason. There is a point that increased resolution stops increasing the quality of the in-game rendering.

I downloaded the project and looked at your textures. They can DEFINITELY be reduced in size. It will increase performance.


Come see the WIP!
indi
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Posted: 13th Aug 2006 14:34
another point to make regarding file sizes.
you will eliminate users of video cards who's system cant handle anything larger then 256 due to the cards ability.
Are you sure you want to post anything again. you take it all a bit too seriously for something thats clearly home grown in output.
if you cant handle the crit, dont post i guess.
you speak of realism but you have not achieved that yet.
keep up the good work tho, if you bypass your ego and get down to it, things will improve.

indi
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Posted: 13th Aug 2006 15:00 Edited at: 13th Aug 2006 15:04
btw, I think your website has either been hacked by activists or your attempt at making a joke on your site regarding the latest war between hezbollocks and pizzrail is poor.

perhaps you need to talk to your provider
http://www.streamline.net


lol@u

Kenjar
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Posted: 13th Aug 2006 15:33
Quote: "Actually Kenjar, it's smart to conserve texture memory where you can. I often use 256x256 textures because they look just fine in game and take up only 1/4 of the memory. As your game models add up you might run out of texture memory, then your game will have problems. Especially when that memory is being taken up for no good reason. There is a point that increased resolution stops increasing the quality of the in-game rendering.

I downloaded the project and looked at your textures. They can DEFINITELY be reduced in size. It will increase performance."


If I was producing a game with it, I'd be smart enough to add options allowing users to select low/ medium/ high texture settings, thus providing support for both top of the range cards, and low grade cards. As I am not actively producing a game I provide maxium size textures as it is always, ALWAYS, better to reduce then to expand. Two seconds in any graphics editing program will do it. Also, any ATI or nVidia card automatically reduces a texture if it is too large for the hardware to display. If I just provided 256x256 textures, then the user is limited to just that, by providing 1024x1024 as standard, the user can adjust them as required. It's really not that hard to grasp.

Quote: "another point to make regarding file sizes.
you will eliminate users of video cards who's system cant handle anything larger then 256 due to the cards ability.
"


As I just said, the majorty of graphics cards will reduce the texture down to a viewable state. Heck I produced that model on a 600Mhz laptop with an 8Meg Savage MX graphics card. But as I also said, any trained monkey with half a brain can reduce a texture. Expanding a 256x256 to 1024x1024 is just a bloody stupid thing to do though.

Quote: "Are you sure you want to post anything again. you take it all a bit too seriously for something thats clearly home grown in output.
if you cant handle the crit, dont post i guess.
you speak of realism but you have not achieved that yet.
keep up the good work tho, if you bypass your ego and get down to it, things will improve."


I can handle critisiam just fine, you don't see me stopping just because a few people tell me they don't like my work. The radio active seagull comment, was actually intelligent and mildly witty. I respect that. Complaining that the textures are too big just reeks of stupidity to my mind. As I keep saying, and I want to hammer this home, because if Cash didn't think of it, and everyone knows he is a well respected programmer in the community, there is something seriousally wrong. If it's too big, REDUCE IT! It won't make any difference to the UVW mapping if you shirk it down.

As for realisam, I stated that in reguard to space ship design. Here I am creating low polygon buildings for Open MMO, so a large, if no massive, city can be produced. In this case it's polyons that matter more than the size of textures which can be adjusted by any trained monkey.

As for my own ego, I never at any point asked for ANYONE to critizise or comment on my work, you merely took it upon yourself to do so. I offer it up free of charge for anyone to use. This includes commerical projects if they ask for permission first. I don't want to make a career of it, I don't want to get paid for it, neither did I submit it to a compition thread for judgement. I do it as a mild distraction because I find it relaxing, no other reason. If you don't like it, don't download it. If no one likes it, I really don't care. If someone however want's to use it, they are more than welcome to do so. I certainly didn't submit it so people can complain about the texture size.

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
Kenjar
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Posted: 13th Aug 2006 15:36 Edited at: 13th Aug 2006 15:48
Quote: "btw, I think your website has either been hacked by activists or your attempt at making a joke on your site regarding the latest war between hezbollocks and pizzrail is poor.

perhaps you need to talk to your provider
http://www.streamline.net


lol@u"


It has indeed been hijacked. Thanks for the warning.

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
indi
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Posted: 13th Aug 2006 16:01
but erm if you do shrink it down your creating larger pixel squares and hence it can get screwed around finer edges.

you kinda sound like raven in some regards.

lol fix your site before you bash us with your wisdom obiwon
your too ubeh for me lmao

Kenjar
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Posted: 13th Aug 2006 16:29
It can yes, but it's not exactly difficult to fix.

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
Cash Curtis II
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Posted: 13th Aug 2006 18:07 Edited at: 13th Aug 2006 18:22
Quote: "Complaining that the textures are too big just reeks of stupidity to my mind."

Wow Kenjar, you know just how to make the rudest possible reply to comments that I make.

My input is valid. I am not just a programmer, I am a modeler too. I am very experienced in what works and what doesn't. I'm sure you've seen some of my work.

Simply put, your textures aren't any good. There's no detail in them. Having them so big is just pointless. The only time I'd use a texture that large is if I had specific details that needed to be visible. Not to show wood grain.

Of course I know that I could reduce the texture sizes. My post was in reply to your previous one. I have a good deal of experience in this, and I thought I'd share some of it with you. I achieve realism with my models, and I do so conservatively.



But, I already know that you don't like my work Kenjar. You've told me so too many times. Shall I be a jerk? I think that I will. It's far, far better than yours. Yours looks amateurish, and is amateurishly produced. I'll take my word over yours any day.


Come see the WIP!

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greenlig
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Posted: 13th Aug 2006 18:24
lol cash laying down the strong arm of the logical law!! I like!

Seems you voiced what I decided not to Good by you there cash.

Regards,
greenlig

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Megaton Cat
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Posted: 13th Aug 2006 18:35
Kenjar, don't use anything other then 512x512. It's not practical, it doesn't look a whole load better, and you're not making a political statment. Just stop being a Lamejar.

And yeah, I'd go with Cash's work anyday as it's just more smartley produced, despite the fact that he's mainly a coder and not an artist.
greenlig
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Posted: 13th Aug 2006 19:18
I think cash should start a clothing brand. He's just about as shaaawing(reference to Wayne's World) as you can get around here!

I think all this has inspired me to pick up the old modelling again.

I love not posting on topic har har, but will endeavour to do so from now on. This is my last random statment. Must be the earliness of the hour!

Regards,
Greenlig

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Oddmind
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Posted: 13th Aug 2006 19:31 Edited at: 13th Aug 2006 19:40
just because megaton already posted these...


this model is under 400 polys and uses a 256x256 texture map. there is numerous amounts of detail in it, and loads very nicely into texture memory.




Its really got alot to do with UV space too. final fantasy X, X-2 and XI models are slapped with textures that are about 256x128 and looks how much detail they hold.

if texture memory wasnt a problem why does square enix make there textures look like this.



formerly KrazyJimmy

Prayers for rain...

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Megaton Cat
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Posted: 13th Aug 2006 19:33 Edited at: 13th Aug 2006 19:34
We need a Jonny Ree shrine around here.

Also, to be fair, those models were made to run in Runescape, so they're actually a bit too low-poly for most games.
Kenjar
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Posted: 13th Aug 2006 19:40
On the contray, it looks like something from tomb raider 3 or 4. It's blurry, indestict and totally, totally standard.

10 reasons why I am the best, ummm, errrr, der, thingie, whatsit, dodawassit, whatsitsname, thingamebob, sqwigglything, and the ability to talk nonsense, while being sure I'm right.
greenlig
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Posted: 13th Aug 2006 22:02
HAHAHAHAHA lol, I love this guy.

Yes, it is DEFINITELY standard. Industry standard. Yours is significantly SUB-standard.

Once you get good at it mate, start talking, not before.

Blender3D - GIMP - WINXP - DBPro
Megaton Cat
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Posted: 13th Aug 2006 22:52 Edited at: 13th Aug 2006 22:54
Quote: "On the contray, it looks like something from tomb raider 3 or 4. It's blurry, indestict and totally, totally standard.
"


Did you even read my comment?

"those models were made to run in Runescape, so they're actually a bit too low-poly for most games."

Insulting Jonny's stuff is going abit too far, I would re-think it if I were you. That comment just proved you know next to nothing about 3d modelling. Geez.

And yes "Industry standard" means that level of work is the current level of quality seen in the game industry today. Either thats what you meant to say, or it was a poor insult.

Is there anything in this world you do like Kenjar? Everything is always "not your taste" or something along those lines. Nothing wrong with being a hater (We got enough of them to go around) but I've never seen a full-time hater.
Oddmind
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Posted: 13th Aug 2006 22:59 Edited at: 13th Aug 2006 23:03
haha wow for a second i thought he was putting himself above square enix. What a fart in the wind...

Kenjar, once cornered, obviously went into this litte stage of denial we like to call pure idiocy.

the point we were trying to make, without actually saying anything is...

Anyones work looks better than your own.

but since you denied all of the very VERY polite criticisms, you beat it out of me. there is is un filtered. It looks like pure sh*t kenjar...

are you happy now?

Everyone starts off a little arrogant because theyve finally created something. though blinded they usually are, because in fact its their own work. We usually let this pass as a community(and every other community for that matter) and let them realize that there are people so much better than them

Obviously you skipped one of those steps, I'd suggest going back and getting a reality check and realizing how to properly take critiscism.

formerly KrazyJimmy

Prayers for rain...
x1bwork
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Joined: 9th Nov 2005
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Posted: 13th Aug 2006 23:02
Quote: "Everything is always "not your taste""


No man,its a level of skill the little pissant is incapable of reaching and is projecting frustration of incompetence.

How far up your arse did you have to reach to pull out a weak comment like that,kenjar?

You need a serious reality check man. Your sorry ass is lost somewhere in never never land.

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