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Monday, February 3, 2014 - 20:12

I took a look at your project page. I like your approach to designing "realistic" spacecraft. You might find this site useful:Atomic Rockets

Friday, December 27, 2013 - 12:48

Nice texture.

Friday, December 27, 2013 - 12:33

It appears that the diffuse image, "medi.png", is missing. Other than that, it's great to see a well crafted texture.

Saturday, December 21, 2013 - 01:01

If you'd like a bit of a critique ...

You might try a different typeface, only because that one is used a lot. I like the typeface, but I see it everywhere these days.

The color palette is good, monochromatic but rich. I like the texture in the background. You could try a simple repeating pattern in larger spaces in the borders, such as behind the window titles. I'm thinking something as simple as a diagonal dot pattern, very subtle, barely visible, just to eliminate the flatness.

I'd like to question the red elements. The color is great but I want to know what the purpose of them is. They are very prominent and I'd like them to be functional. I surmise that the red square is a close box, I suggest that making that red is more than is needed and that a simple X would be more recognizable. And when you design interactive elements, like close boxes, keep in mind that they will need at least two states: up and down. Also consider an inactive state and possibly a rollover state. You never know what states someone might need, but up, down and inactive are fairly standard, and it's good practice and a good habit to get into.

If you feel that the windows need more color, don't worry. Leave that to the contents, ie the icons, that will be displayed in the windows. A good gui is there to support the user, not to gain glory for itself.

I'm intriqued by the multiple layers you've designed into the border patterns. The corner elements support the visual theme and look great when stacked together. And, because they are visually stronger than the border patterns that lie under them, they will support and hold the border together regardless of what pattern is placed under them, or if there is no under pattern at all.

An exercise, if you like; imagine the windows can be resized freely and that the corner pieces will always stick to the corners of the windows. Can you design an under pattern that repeats and aways fills the sides of the window regardless of how large or small the window is? The criteria for the under pattern is that it has to look good no matter how long or short it is. In this instance "looking good" means that it doesn't draw attention to itself.

Thursday, June 27, 2013 - 16:15

Belated congratulations

Tuesday, June 25, 2013 - 01:35

Really nice to see realistic axes :)

Monday, October 1, 2012 - 14:07

What, authentic, historically accurate!? Beautiful. Between you and me, I despise fantasy armor, the real stuff is much more believable ;)

Wednesday, April 4, 2012 - 16:14

But I don't want people to download the file a be surprised when they find that it is not triangulated. An untriangulated model might not work with their engine. This way they will be notified ahead of time.

Saturday, March 31, 2012 - 16:42

While game engines generally use geometry as triangles, I purposely leave my models in quads because they will be easier to edit should someone choose to modify them, and converting them to triangles is a simple matter in blender. 

Tuesday, March 13, 2012 - 17:55

I have several goals.

One is to get familiar with the processes needed for making 3D game art. To that end my models so far have been simple geometics. That lets me concentrate on uv maping and normal baking. I have some more complex models but I was getting bogged down breaking them into pieces in order to get a good normal bake. I thought it best to practice with simpler models.

I'm working on Tempest in the Aether so I'm focusing on Victorian style items (the tables are exceptions, they pre-date Tempest, and the metal box has a simple conversion that I will build to turn it into a steamer-style trunk).

I'm also building them for Jorrit to use to test his Ares Editor. I took pity on him after viewing his latest demo video ;) and built this door for him.

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