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About Revae

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  1. Worked as a contract artist/testing/stuff for a few games. If it were a contract position I'd say no at this point. Permanent hire, though - yeah.
  2. I'll tell you in a decade.
  3. I use the red/green/brown switch for stronger/weaker monster variants. It's a little subtle on a few (just the eye color changing or some such) but it works pretty well. Was expecting the same. Would be nice to have a list of dehacked codepointers, and what they do/their limitations and particularities. Perhaps with examples of how they interact with each other and such...
  5. No idea. Don't know anything about the core version. If you can retopo and uv in the core version the obj export should export all that. Not sure about exporting textures. Often when you're seeing all white on an imported model it's because it generated a default material or some such.
  6. If you put the textures on it in zbrush it's probably skinning it per poly, which is just coloring the model directly instead of using a texture. You need to uv map the model and either paint or bake the textures on. I don't know much about zbrush painting though. The model is going to be very (too) dense for uv mapping. You can probably auto uv map it and bake the textures on.
  7. Those are good starts. The only reason I suggested sculptris is it's a less convoluted program for beginners (even after getting good with zbrush, it's interface is a mess) and you can import your models into zbrush later anyway. Then remesh(retopologize) them and bake the details back onto the mesh with pretty much no loss. Though it was never finished, zbrush bought out the dev, sculptris still has the best 3d sketching that I've seen. Using both is good for going from quick concept to finish imo though.
  8. Yeah. Feel free to post your maps, just don't give too much away (like anything that should obviously be a surprise/higher tier monsters or bosses).
  9. I use Sculptris/Maya and photoshop for a lot of my sprites. It's a pretty good way to do it imo. You still have to paint over things to some extent in photoshop. One tricky thing you can do to hide the 3D-ness is to batch gradient/innershadow the renders in photoshop. But you can't get away from having to do some cleanup work, unless that's the style your going for I guess. I made this mini tutorial some time ago to vaguely show some of my process (click it):
  10. Thanks! Hopefully not a lifetime though. I got other things I wanna do, after.
  11. Still mapping.
  12. Always liked Hitler's melt-death in Wolfenstein 3D. Also mancubus. Newer games do localized gibs and gore really well. Killing Floor, L4D2, that sort of thing. L4D2 did really well with blending the local damage, animations, and rag dolls. Doom 3 had oddly satisfying ragdolls. Felt really solid and heavy. The disappearing enemies were a bit lame, but the noises the imps made were also satisfying...
  13. Those images are kinda pointless without a timeline. If you zoomed in on a cannibal corpse song you'd see similar hills and valleys. Metal is super hit or miss for me anyway though. Colors (by between the buried and me) is probably the best metal albums I've heard, and the entire thing is fantastic. Either that or Fortress (by protest the hero)...
  14. Nice try, NSA.
  15. Star Fox 2 was finished, though. No reason not to release it. Pretty good lineup for a novelty really. You'd get more out of a real SNES and a flash cart though.