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Wednesday, July 11, 2012 - 02:18

@Botanic - good point, I did it (original was 2k) but accidentally overwritten it :(

Friday, February 24, 2012 - 04:35

bart - thankx :)

MrBeast - thank you:) but imo elf is much better than him :P

Julius - nope any :) just put in on net so anybody could use it in their games. Nice mode I didn't know about it but I'm afraid about license, but I can try :)

RylandAlmanza - thx :) I would too but with animations made by other :P [I try to stick to what i'm best for now]

Wednesday, February 15, 2012 - 15:20

CruzR - thanx :) I think so too but hadn't any better idea for textures than .tga [png takes a lot more time to save especially when I was working on 4k or 8k]


Julius - thank you :) your rig is very good - the only difficult part is when I need to change proportions [eg. it was easier for me to copy fingers form control armature, add constrains and join with deformer than adjust deformer bones]. also a good thing would be changing capital leters for normal (eg. .R -> .r) [some exporters don't like big letters :P]

ps. but I really like the rig :D

Tuesday, February 22, 2011 - 07:10

@Tartos – thanx, glad you like it :)


@TheKingofDemons – strange… it looks quite rigged to me :P (poorly but rigged) – did you turn on visibility for ControlRig? (Julius rig has two armatures – one for control and other for deformations:) )

Monday, February 21, 2011 - 06:25

„can we get it in .ugh :) request a textured ugh!!”


How to make one? :) (is there any blender exporter to .ugh?)

Monday, February 7, 2011 - 05:26


H-Hour – thanx for comment :) The problem with reflection is I don’t know how to make a reflection gloss map in blender :P (you can make for specular but how for reflection?). About rendering – all screens come for blender viewport (wanted them to be realtime), plain old printscreen :P but I see blender has an option for rendering an opengl preview, so next will be better :)



Here comes a question which’s bugging me lately – now I making everything to look good in blender, but maybe I should make things for some other realtime render? (UDK, Unity, Ogre… preferred something which works on linux :) ).




Ok I had to change bone offset (-1 -> -90) in Julius rig, and now it looks ok in 2,49 :)


Monday, January 31, 2011 - 14:10

@ clrg, Redshrike, bart
Hi thanx for comments :) I must agree with you – polycount is too high for rts or mobile phone games (for now...:P) but my goal was to make characters for „nextgen” 1st person rpg (like Gothic, Oblivion etc.) for people who want to make their games in a year or two :) (so they wouldn’t age so fast).

But it's a really good question – what kind of assets people who make game need the most?

P.s There are no LOD's – because I just didn't know what people need (that's why I gave 2k texture so anyone could resize form best quality).

Anonymous – yep I'm a poor texture artist, but I know that the only way to get better is to make one textured model after another :) Maybe you could be more specific about what is strange in the texture?

Monday, January 3, 2011 - 10:12

<lol> ok I’ll add more color to nipples if you convince me and answer one simple question – why do man have nipples? :P

About skin tone – when you multiply (or something like that) by blood layer you get exact skin tone which I was aiming for – I tried to make everything as customizable as possible (so everybody could easily make their own version of model, suitable for their game:) ).

Friday, December 31, 2010 - 14:07

Thx for comments :)

@Pompei2 - yes it's blender 2.54

@pauliuw - texture is layered, so you can easily hide paint or blood.


Without paint:

Without blood and paint (imo too pale):