Professional 3d artist
Specialization ~ modelling,rigging,skinning,animating
Hobbyist 2d artist
Specialization ~ character design
Oh, guess there's no way around it if i want to develop in Unreal. Ok then,thnx for the info, i'll do my best.
Thnx for the fast reply, and i hope there won't be any need to bother you with any more questions :)
Actualy i have somehow gotten to the part of scripting before (in UDK) and got lost at that point,i'll see if blueprints hold any power over this kind of functions,if not then guess i'll be digging the scripts :)
With that in mind with PlayMaker in Unity i am easily able to control morphs (Blendshapes,as they're called there),i just hope blueprints aren't the same kismet with a new name.
Hello and nice job done with Super Sonic.
I'm just wondering, the 'Morphing' consists in bending the spines? i was considering that those are rigged,thus they can simply be animated (+ bones physics - to add some animation coolness ;] ).
Oh and btw, the last time i tried to work with morph-blending in unreal engine it gave me a lot of headaches, could you elaborate a bit on your solution?
Thnx for the support,and for taking time to write down your impressions.
The game development is currently on hold (because as usually my daily schedule is way overstuffed,mostly with studies and work),although i will do my best to make something of this project.
About the critiques,i'll see to it,there's still some fixing i had in mind (as for the eyes distance,it was originally made straight out of a screenshot for anime...i'll compare with the manga).I'm not sure about the audio part, there are only the BG tracks (and even those i have packed up in the demo,just to display the progress).Oh :) ,the battle music wasn't set up.
Thnx again for all of your kind words,i know that there are still people who'd love to see this project done,so i'll do my best to get it finished,altough i cannot point out a certain date even for an update (wouldn't want to disappoint anyone if i'll again be unable to deliver my ideas).
I know everyone's expecting at least some date to be pointed out,so i would recommend checking this page around once every one - two months.I'll try to free some time for the first quarter of the next year to dedicate to this project (as much time as i'll be able to aquire).
Cheer up everyone, Yoh is pretty much always happy,so should we be ^.-
Good day to everyone!
The updates will be around once or twice a month..for now at least
So far no luck with any contacts (couldn't reach him)
Does anyone have any other options for contacting H.Takei ?
Oh..how'd Mike Inel's arts got here?
Btw,he even live streamed drawing this pic
From Shaman King Osorezan Revoir Game (currently in development) :
F1 - Help
F2 - Time freeze
WASD - Directional Movement
Mouse X/Y - Camera Orbit
Mouse Left Click - Moving Upwards
Mouse Right Click - Moving Downwards
Ctrl (hold) + Mouse Left Click - Zoom In
Ctrl (hold) + Mouse Right Click - Zoom Out
Middle Mouse - Reset PassPhrase (in case you mistyped or something be sure to press it before retyping)
Shift (hold) + HALLOWEEN (Type all the letters - you'll see some feedback in the left down corner) - Surprise (inspired by Kingdom Hearts) [don't worry if typed correctly you Will notice it]
Yes it will be in the game
About the modelling please send me a PM with your portfolio (or just some examples of your works)
Thnx for your support
Don't know about others yet i'd recommend first of all to see a full work through the whole process Sketch till implemented in a game,then tackle your way thru..
There are a lower number of this type of tuts (as they're mostly stoked on live streaming services),yet if you seek you'll find what you desire (i personally have a speed creation from sketch till implementation in UDK of a female character on my youtube channel)
I do understand you,or more like the phase you're going thru..gotten myself thru the same thing (only that i actually canceled the project at that time).So what i would want to say is: take your time,be yourself and create what you desire (that's the bestest thing to do at the moment)
When the time will come for you to continue,you will know,as you'll feel about the same level of inspiration and enthusiasm for the project as you had when you begun it all..At that moment all you'll need will be a little push (in my case it was a new highly skilled team member)
Don't worry about the complaints,i believe that you can honestly be criticized only by the ones who understand you,in other words the ones who went thru the same thing
Good Luck ;)
Well first thing to get the game done..after we'll see what happens
If Carmack converted with ease a game to support Rift,then we all can :]
Good luck guys and keep up the good work
+1 ,it should be at least Oculus and Emotiv compatible,and with some luck something like Structure Sensor equipped to Rift for environment,and your hands(possible holding a weapon), detection...
though for that developers would need to have one of those (this is where things get complicated)
Nice game...somewhat reminds me of Muramasa Demon Blades
I hope the battle system will be as interesting in this game as it where in Muramasa
For now i don't appoint for the views count.Just wanted to help people who are researching on their own,graphics type softwares,as i did in my time(and i was pretty happy to inspire from a live broadcasting art master... Mike Inel's LS).
I'll post it in this comments(and on my lS) when there'll be an approximate schedule
Well,i don't really have a schedule for that,it comes a bit on random for now (can't get to organize all of my daily tasks.Although i do store them in LS library,just in case someone might need it.
Actually i've considered such an idea since the moment i've made that cutscene (which was to be a thanking gift for the ones who created some assets as well,and an secret lip-sync test).The letdown point was that the whole game thing was for me an intro into the UDK,which i couldn't get thru.
So about the idea itself,if it was to make it i'd use my 3d soft for render scenes perspectives and such,rather then Unreal Engine,for certain models (in aomori station,and the landscape+water in the Osorezan [built-in tools ... most likely unexportable] ) where taken from engine's default library,so i'd need to recreate those.Although my real problem stays the same as it where before - TIME (studies consume too much time)
I shall see about it...only that it'd be far more faster to gather up a team for either of such purposes,instead of waiting till i'll develop Chronokinesis or end my studies
thnx,there are some random animations for idle and walking,the rest...i didn't really noticed as much randomness in the games i'm inspiring from
About the monster appearing..that was supposed to be a cinematic,as the boy senses what's coming(bad omen or so),tho that's just his imagination (anyhow this is not part of the actual plot,so it doesn't really matter)
Sadly i don't think i can continue on my own from here,so i'll land the project to someone who can
guest, thnx,hope someone will gather a team to finish the job
Edward-Richtofen, 17.01.2013-31.01.2013 ,until then i'll be handling exams
random stuff ranging more between 2d and 3d art (modeling,animating,drawing and stuff),less to do with game engines for now
From time to time (it comes randomly so i can't specify any schedule) ,although my current works have nothing to do with Shaman King
the raw game development folder(with all the datas) has around 11Gbs ,while the compiled full version(which crashes at launch),turned out around 115Mbs (no clue why so low)
Highly doubtufull that anyone would want to download as much...Plus ther's about nothing more to do,i've done and showed about everything there is.Now there was needed to code the Shikigami control system and the Combat system,oh and the lvl up one(actually i had lots of ideas,tho gotten stuck so early in the process)
I should see about the size tho,for there are multiple unecessary files(bassicaly it shoud resume to around 115mbs aswell)
I'm willing to give all the work i've done for the ones i who are willing to continue:
1.Gather Skills and make a portofolio of your works
2.Gather a Team (should have at least one coder,hopefully one 3d artist aswell)
3.Send me a PM describing your team and it's goal (continuing the project,using my works for another chapter...)
Quite professional made model..
Btw i wonder is it skinned?
(those wires will really be a headache to skin,that is if they won't have separate bones)
Sadly the Alpha i have so far,acording to my skills wont launch as a game,only works in the editor,so at least i'll give a walkthrought video + all the bonuses that i had(the vids + some pics)
thnx,the alpha is very glitchy,i can't even get to conect Aomori with Osorezan...hopefully by the end of the day the DL will be on posted
Sweet Modeilng skills ,especially if combined with normal and detail maps..i wonder how many polys are per object
Nice,btw you're not instance painting the ground tiles? (separate models won't be too heavy?)
O.O ( Laymark.com )
Thanx, glad you like it.I think i could've done better if i wasn't frustrated as much by the coding part(eating lots of my time,with almost no results)
It's so nice to hear positive critiques from someone who understands my work
Now i want to work harder ;]
Oh,and good luck with Animation studies,i was always doing those only by imagination and memories form anime,which is why they're a bit robust