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Scouting Ninja

Member Since 04 Mar 2013
Offline Last Active Yesterday, 11:24 AM

#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.

#5253290 Beginner Project

Posted by Scouting Ninja on 21 September 2015 - 07:39 AM

I'm interested in game development, but instead of working on a simplistic game as a first project I thought I would remake certain scenes from games(most likely the first boss fight from Secret of Mana)

The whole point of remaking retro games, is to learn what you need to do to make a game from start to finish. Making only the parts you liked, will not teach you about the tedious parts of game development.

However I believe that if you remake at least one of every key feature -walking, talking, exploring a map, a town, entering a building, trading, saving, Mode 7- and such then you can still use it to learn all parts of game development. 

Kind of like a small summery of a the game.




Would any other engine be useful for this

Unity is one of the easiest to learn, however importing assets into unity can be a pain.

Unreal has a cleaner workflow and better tools to repair importing problems and as a 3D modeler I prefer it over Unity. Unreal, isn't beginner friendly, if you keep at it you will master it over time.




would Blender be efficient enough for a 3d remake or should I use 3dsmax(someone is offering to pay for it, but if blender works I would rather not use their money)


I want to clear this up, as a 3d modeling tool Blender is equal if not better than Max.


Blender focuses a lot on shortcut keys and results in a much faster and almost automatic work flow. It's like playing a FPS on your computer for the first time, it takes you a while to learn the keys but once you know where they are it starts to make sense.

With each release of Blender new modeling tools are added, small things like quick selections for different kinds of loops, quick bridging and different ways to add cuts. All kinds of small and often used tools that I miss when using Max.


What 3dsMax is better at is animations and rendering. The most annoying thing about Blenders animations is that when you use IK rigs and change a animation, it causes a ripple effect in all animations. 

However for the animations you will be making for games, this wont matter much as you will break animations into actions. Also Blender developers are working on the animations system as I type this.


Rendering won't matter, your game engine will do it's own rendering. Even if you want to do your own cut scenes, Blender will work for the things that you can do as a indie developer.



In short if you pay for 3dsMax because you want to make games, you will pay a lot for a tool, that you only use a very small part of. When there is a tool that not only has what you need, it's also extremely good at the job you will mostly use it for.

#5252858 moving sprite ghosting, anything we can do?

Posted by Scouting Ninja on 18 September 2015 - 05:45 AM

First you will need to find out if it is your screen or code, the quickest way would be to use your sprite sheet with Game maker or a similar 2D game engine.If your sprite sheet doesn't produce the same ghost effect then it could be your code.


A while back I had a similar problem, I was animating a texture on a 3D object by moving the UV map. When the camera moved the image on the object would blur by a small amount, it turned out the UV map wasn't aligned with the pixels, as I was using a function that produced results like 0,241 some thing, instead of 0,25.

So my 1024 texture's uv would jump between pixel 250 and pixel 251, instead of 256. when this happened the engine I was using would snap the UV to 250 or 251. The snapping was so fast that I didn't see it when looking at the object, however when I moved the game would first execute my game loop and then update the UV.


You can test if you have a similar problem by swapping small sprites instead of moving the UV map.



Unfortunately it could be many other things, if you provide us with a exe or a sample code we could test it for you.

#5248436 Unreal Engine 4 - Animations

Posted by Scouting Ninja on 23 August 2015 - 06:21 PM

anyone knows if i need to reanimate all the character , or i can do it in the animation editor ?


You don't need to reanimate your character. What you need is two separated animations, one for walking and the other holding the flash light.

Using Unreal you can blend these animations into a new animation. 

In the Unreal 3rd person template you will see in the animation folder there is a example of a blend animation, it is a 2D blend using  the animations "Idle"+"Walk"+"Run". You will need a different animation blend, this one will just be a guide line.


From the image I can see that you are using the character from the template, you will not be able to export it to Blender or Max and create new animations. You will need your own character and it's own animations or you will need to find more animations for the default character.


is there a way to do this without so much effort or a new software to do 3d animations ?


Animation is a art on it's own like 3D modeling, painting, playing a musical instrument or even making games. No software is going to turn you into a animation artist, just as switching from Unity to Unreal didn't turn you into a AAA studio.


Know that there is some things you can do now to improve the quality of your animations, like learning the 12 principles of animation.

Accept that your game won't be know for it's animations unless you employ a animation artist. Use bad animations to your advantage, seeing a person walk strange is scary and alien; good for both sci-fi and horror games.



Tip: when using Blender and unreal use NLA action strips for saving animations.

#5247543 Trap mechanics

Posted by Scouting Ninja on 18 August 2015 - 07:43 PM

You will mostly look at board games for social traps.


I recommend The Resistance and Spy Fall.


I have played these with friends over long distances using Twitter and email, although with The Resistance it was before the new expansion was added, so I believe you could easily turn them into a multiplayer PC game.

#5247218 Food for aliens

Posted by Scouting Ninja on 17 August 2015 - 02:17 PM

I agree that the planet will have food, yet if we look at human history we will see that after a time of war most deaths to the local population was because of starving, or illness caused by starvation.


Even if there has been no real large scale war between developed countries recently so we could see the effects, we can speculate that most able people will be helping with the war and this will slow down production. Even when most people know food comes from farms very few of them know the locations of the farms, or how to farm.


Also during world war 2 most countries suffered large resource scarcities, it's safe to say that after a planet is conquered it will undergo a recovery stage.



The thing about food is how it's processed, when food is considered bad for a animal it means that the animals digestive system can't break it down into fuel. A combination of acids and digestive enzyme allow food to be broken into the needed chemical fuels.


All combos of acids and enzymes can break down some basic elements even if some are slow at it, so a all purpose food can be made that all animals and even plants can consume for fuel. 

At the moment the human race has gone in the opposite direction, we make ideal food for cats and dogs that works better with there digestive system, this in turn makes it harder to consume by other animals.


So your military or what ever organization monitors them, will have some kind of Food-X to help with refuge relief efforts.


However for people the ideal survival food would be potato mash, milk and a small amount of butter or margarine. Eating some thing like this for a long time will be unpleasant. Also in real relief efforts grain is used instead, it has a wider variety of uses.



To avoid players saying Food-X isn't realistic you can be vague about it, use some thing like "Made by scientist to help alien refugees, during times of war." for flavor text.

You could also let the player choose between importing from other alien planets for a high prices, or using Food-X but it negatively effects war propaganda.

#5245708 Neat Magic System

Posted by Scouting Ninja on 11 August 2015 - 06:11 AM

This magic system would be a great way to encourage players to use different fighting styles.


Instead of removing magic you could change the way it works. A fire spell would be a fire ball during one moon and a fire stream the next moon. Very powerful magic items could act like moons, to allow players to keep using a type of spell.

The player can also be limited to how much powerful items they can wield, allowing them to keep only one or two spells the same.

#5243932 New to 3D and car modelling

Posted by Scouting Ninja on 31 July 2015 - 07:29 PM

Start here: http://www.3dtotal.com/index_tutorial_detailed.php?id=530#.VbwgjPkiqM8


However I advice you at least know the basics of 3D modeling before attempting your first car.

#5241202 Could anyone recommend a free-tool for viewing game assets?

Posted by Scouting Ninja on 18 July 2015 - 07:54 AM



You can download it as a zip, it's free and small size to download.

#5239247 How Does Unreal Engine 4's Rendering Engine Stand Out

Posted by Scouting Ninja on 09 July 2015 - 10:06 AM

Personally, would say that this https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/ReflectionEnvironment/index.html is the best Unreal 4 feature. Having a lot of fun as a artist with Unreal and it's materials, it's a fast and beautiful engine.


Remember that as a single person it would take you a long time to make a game engine on the same level as the Unreal 4, that was made by many professional programmers.

#5236391 I want to learn how to make better 3D models

Posted by Scouting Ninja on 23 June 2015 - 11:58 AM

short films

Ok, so I misinterpreted this.


Ashaman73 is right, Games and Films have different rules, if you're goal is only to make games then it's best to stay inside the field of game development.


It isn't like you can't learn from films to make games. Professionally I make 3D models for films, that is all I do, so I spend a lot of time learning and making 3D models.

Making a five to ten minute films is the equivalent of making a short indie games. A ten minute film is 14400 frames at the least, that is a lot for a single person to do.


I would recommend you make tutorials or short games instead, to learn how to make 3D models for games. However Part of using 3D software is using it to render your own films, so if you would like to make one then you should. There is no such thing as useless knowledge.

#5236245 I want to learn how to make better 3D models

Posted by Scouting Ninja on 22 June 2015 - 07:22 PM

so I came up with the bright idea of making short films (5-10 minute movies) for practice.

You learn a lot from making your own tutorials, it's the reason so many companies require their artist to make tutorials, that and it's a easy way to teach new artists.

Also most 3D artist watch hours of tutorials hoping to find some thing they missed, so we will be watching eagerly.




Do you know of any particular resources that would help me improve my 3D modelling skills?

What level are you at?

Can you make a complete replica of a Keyboard button, Worm, Coffee cup, Desk, Working cabinet, Bicycle, Rat, Motorcar, Cat, Cow, Horse, Old Man and finally a Young woman?


I can easier help you if I know what you need to learn next and what your end goal is.

For general 3D modeling tutorials and inspiration check http://www.3dtotal.com/




P.S. I'm also interested in hearing your recommendations for the art style. Should I start with cartoon or more realistic models?

Cartoon allows for mistakes but exercises creativity, for some things like exaggerated features you will need to learn about the original features first. Realistic is good for learning and there are a lot of image on the internet that you can use as reference.


For games it would depend on the game you're making.