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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Nov 23 2015 02:09 PM

#5262725 Visual Studio includes a 3d modeller!

Posted by Scouting Ninja on 19 November 2015 - 04:47 AM

It's nice for simple things and flat objects.

Making a character or a complex model isn't worth the time and effort.


It isn't a bad 3D editor and is good for viewing and fixing small modeling errors.



If you want free 3D modeling software I would recommend Blender over all the others, I would even recommend it over most pay software.

#5261989 Any one using both UE4 and Unity 5?

Posted by Scouting Ninja on 14 November 2015 - 02:26 AM

Unity 5 has a "personal edition", which is free. That should work as a material viewer

Yes thanks, I believe this would be the best option. Although having a full game engine to correct materials feels redundant.

I have a obligation to the customer, so I will have to do it.



 Is the materials the same for Unity 5 personal edition as the professional?

Past experience with Unity taught me that the payed option often included asset importing fixes, including material fixes.

#5261946 Any one using both UE4 and Unity 5?

Posted by Scouting Ninja on 13 November 2015 - 03:49 PM

I recently accepted a 3d modeling job for a indie developer that uses Unity 5, I don't have Unity 5.


I am wondering how different Unity 5 materials are from Unreal 4?


The last time I used Unity was just before Unreal was free, did it change a lot?

Most of the comparisons on the internet, between UE4 and Unity also appears to be this old.


I don't plan on using Unity for my own games, so buying it just to do work for indie developers feels like a waste.

because indie developers can't pay my normal fees I give them a discount, this means that paying for Unity to make models will yield little profit.


Is there a Unity material viewer I can use as a backup option?

#5260918 Coins placement patterns

Posted by Scouting Ninja on 07 November 2015 - 02:03 PM

You can use sin,cos and tan to place coins in a pattern.


The patterns made by these functions are pleasing to the human mind, mostly because thy are familiar even to those who don't use maths in a day to day bases.

#5258550 Looking for feedback on menu system design

Posted by Scouting Ninja on 22 October 2015 - 12:41 PM

I really like the menu transitions, the animation is smooth and interesting.
I just think there should be a reason for the transition, a reason you move to that location.
Maybe clicking on the Load Game menu takes you to a library with dusty records. The Graphics menu could show a room with portraits and banners burning. The Sound option could lead you to a abandoned battle horn, etc.
The menu feels off balance, in a graphical  sense.
In the lower right you have all the fire going and up top you have the bright background and text, the lower left corner feels abandoned.
You could easily restore balance by darkening the background near the burning building, it will also feel natural as looking into light darkens obscures detail around it.
I always feel that onscreen text is between the developer and player, it isn't part of the game and the game characters don't register it. For this reason I personally like it if the text stands out from the rest of the game.
The text you have, matches the games theme of magic yet is unique that it stands out from the game itself. It's a bit bright as mentioned, however I like the style.

#5257600 Export Object from Maya to Unity3d

Posted by Scouting Ninja on 16 October 2015 - 08:29 PM

Import the mesh first then the textures as separate images, construct the material in Unity.


If you use procedural textures, UV unwrap the mesh, bake the material to a texture then save the texture, import into Unity.




Unity is a good game engine, unfortunately importing assets into Unity is a large pain. This is only the beginning of your problems.

#5257396 a simple program for easy graphic design

Posted by Scouting Ninja on 15 October 2015 - 03:28 PM

is there any program with pre built effects and objects and a simple tools to make and design graphics and sprites?

Nothing jumps to mind, most tools are about making things from scratch.


as a programer im working on a prototype and there is lack of artist. so im searching for a simple way to make my art.

Have you consider buying what you need, then changing the assets to match what your doing.

Buying assets from stores can often save you a lot of money, you just need to hunt for quality; stick to a budget.


If you don't have money to waste you could try some of the free assets around.



You could also ask for Volunteer artist, people who are looking to learn, they will often work just for the experience. The quality probably won't be great, at least it would be free.

#5257269 Programmer needs squash and stretch

Posted by Scouting Ninja on 14 October 2015 - 08:41 PM

I hadn't thought about doing a 3D render.  That may be one way to go.  But isn't Blender a steep learning curve?

If you wanted to render a full 3D scene using Blender, you would indeed have a steep learning curve to climb; using Blender for some thing this small won't take months of learning.


Just be warned, the squish and stretch is one of the basic principals and some animators go to amazing lengths for it.

When looking for a tutorial, find some thing simple where the animator isn't using a rig.


If you want you can send me a message and I will walk you through it.



As kburkhart84 said, you could completely texture the model and render the finished product. This will require learning a few more things, however it's easy to learn if you know what it is you want to do.


How easy or hard it is depends on how far you wan't to go.

#5257089 Programmer needs squash and stretch

Posted by Scouting Ninja on 13 October 2015 - 01:00 PM

The way I would do it is use Blender to squash and stretch a sphere, render it as a animation, draw over it and stick it all on one sprite page.


This way you would have a accurate base, while keeping the charm of hand drawn images.

#5256738 Unreal Engine & Unity (C++ & C#) - Beginner Question

Posted by Scouting Ninja on 11 October 2015 - 02:36 PM

Unreal is made to be used by teams of developers, modified to allow Indie developers the ability to make there own game.

It's daunting to learn when you are new to game development, however if you succeed the knowledge you will learn, will be invaluable.


Unity is easy to learn, some would say to easy. It doesn't take the same kind of discipline to learn Unity as it takes to make a game, for this reason a lot of people learn how to use Unity long before they learn to make a game.

Unity is better suited to single developers than Unreal.



The real question is, what kind of developer are you?


Learning Unreal Engine first is like diving into the deep end, sink or swim. The frustration could cut your development career short, or it could be the greatest teacher you will ever have.


If you are the kind of person who likes to ease them self into something new, then you shouldn't even start with Unity. Start with a 2D game engine, like Game Maker, and make a very simple but complete game.


Starting with Unity is like playing a poorly designed adventure game. You never know if the path you are following leads to the main quest or to some kind of treasure, you will always wonder if you need to turn back to see if you missed some thing.

It's a lot more fun learning this way, however it's better suited for someone who isn't dead set on making a game any time soon.

#5255643 Is Python good for 2d - 3d games?

Posted by Scouting Ninja on 05 October 2015 - 07:57 AM

Creating large open world games like Mount & Blade is possible.


Using python and Panda 3D I have made several open world games, you just need to understand instancing and Batching.

The games where "walking simulators" with over two-hundred characters of 14 000 polygons each running over 120 FPS on a mid range graphics card.



The down side is that with the level of knowledge you need to make a game like this, you could just download the UE4 and make a game that is several times better.

The game engine will do most of the background performance saving for you, the blueprint editor allows you to make games even if you only know the basics of programming.

#5253683 Orientation help please

Posted by Scouting Ninja on 23 September 2015 - 10:19 AM

It's a good tech demo.


I really liked how from the main menu to the constant rain, dark colors and hooded figures all added to a constant atmosphere.

The response to the controls is nice. The character sticking out his hand when controlling the skeleton lets the player immediately know it's working.


I had a bug where the towns people would stand in front of there door, preventing me from talking to them again, as I kept opening and closing the door. The water ripple overlaps the sand when moving upwards out of the water, a minor problem that I believe you would have fixed if this was a end product.


Not using the standard strait health bar was a good choice, I could quickly glance up and see if I could summon the skeleton or was about to die.

The level design is really good, even with the random starting point there was always something intriguing nearby that would lead me back to the village.



Overall the game is really good and I look forward to see the games you make in the future.

#5253478 Orientation help please

Posted by Scouting Ninja on 22 September 2015 - 11:12 AM

I would recommend Cocos2d if you want a 2D game engine with all the bells and whistles. Game maker if you want a simple 2D game engine.



The real reason behind this comment is to ask if you could provide a link to your game? I really want to try it, It's a really good looking game.

#5253334 Beginner Project

Posted by Scouting Ninja on 21 September 2015 - 01:58 PM

2) Blender has a small weakness in that is does not allow you to edit Vertex normals, and is not able to save vertex normals. Vertex normals get calculated upon export to a file format that does support vertex normals.
Now, that isn't too bad, Vertex normals are only really usefull for smooth shading, and even then only under certain conditions will you see that Models from Blender will not be as nicely smooth shaded like models with correct vertex normals created in other 3D packages, but there is one thing you need to take note of: If you take a model created in a different modelling app that has smooth shading and uses vertex normals and import it to Blender, your smooth shading will be f***ed up afterwards as Blender will discard the vertex normals, and create new ones upon export, which will change the way the model is smooth shaded.

I remember reading that Blender had a work around for this the Normal Edit . http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Modeling

The .fbx supports it you just need to turn smoothing to Face when exporting.


Besides It's only a problem when you have quirky edge flow or making very low poly models for a engine that doesn't support normal maps; some fake subsurface shaders also need it.

If you want more help with this start a topic in visual arts.

#5253293 Sections for an Art Bible?

Posted by Scouting Ninja on 21 September 2015 - 07:52 AM

As a 3D modeler I want complete, approved, signed and stamped reference sheets. Noting worst than learning you will have to remodel a building because some one wanted more natural lighting.


Also cropped images, of key assets. It takes a lot of time to model a armour set, only a few seconds to cut out the boots if that is all you want.