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Scouting Ninja

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Scouting Ninja last won the day on July 20

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About Scouting Ninja

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    3D Artist
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  1. Scouting Ninja

    Where to find Car Textures for every model?

    Yes but, it doesn't have to be high poly and it wasn't like they where baking normal maps etc. Instead think of it like drawing with 3D. If for example they needed a wheel rim, they would "3D draw" one and then use that. Because they could use higher models it stands to reason that they did, but some things could be done using a low model and is easier using low poly models; like rectangles. So yes, it is like baking from high poly to low poly, but you can also bake using low poly models. A quick example of a rim, I don't have much time: First I model a rim real fast. Then I use lights, to make a "diffuse" pass, to do this turn off the specular settings on the lights. I used 9 lights total to get what I want. Next I used 1 bright light for a specular pass. All of this is baked onto a model that is going to be used in game: The shader they used doesn't look like it has bright speculars. Instead they merged the specular and diffuse for a color texture. I used multiply: A quick light test is done to see that the texture looks OK with regular lighting: Easy rim, 5 minutes. No Photos or other types of textures needed. Although I would use a metal texture to improve this if I had some extra time.
  2. Scouting Ninja

    Develop drop down lists

    It is recommended to use the Unity animation state for this. Or you could just check that the animation state is always equal to the class state. Basically the Unity animations uses states as triggers, it is always checking the states to see if it can move to the next state. Also checking the animation state instead of the class state should have a very similar cost; because it is only a pointer. In other words, you could just use the Unity animation states; no reason not to.
  3. Scouting Ninja

    Where to find Car Textures for every model?

    Like @fleabay mentioned vehicles use materials not textures. This is because how the surface of a vehicle looks in real life depends a lot on how light reacts to it. If you are using Unity you will want to check the PBR material settings for vehicles. Just keep tweaking till it looks right. You will also want to learn how to use the reflections spheres as this is a important part of modern vehicle shading. If you are looking into older style shading: If you want old GTA3 style vehicles. They used gradients; you could fake that with noisy AO baking, or diffuse baking. The lights, rims and tires aren't photo rips, instead they are 3D models baked. They are lit using normal lights baked as textures. The material, is similar to what Unity has but just a very old version. The reflection capture here is prebaked at a very low resolution and blurred. Bright spots are from lights, that is why the one on the roof is brighter. The reason old games worked like this was to ge a constant quality. Photos don't always match and lighting is almost always different. So making everything from scratch was better for them. Also making everything from scratch meant they owned everything used. Only the old GTA buildings used photos and these where heavy edited.
  4. It could be that you have to re-size your browser, making it smaller for the smileys to appear. Try making it slim like a mobile. It's not the most optimal way but it works.
  5. Scouting Ninja

    Goblinson Crusoe

    This looks extremely good. I like the smart use of terrain colors and your lighting has a fantasy feel to it. The best part is how you managed to get the island like feel for every grid block, it looks like each is a little island by it self.
  6. Scouting Ninja

    Learning to code

    You didn't mention what language you are learning? First there is the 4 main data types: Bool, Int, Float and Strings. These are the core of programming. Also learn arrays. After that you need to learn functions. These are short codes, for example a typical game function could look like this C#: public PlayerTakeDamage (int AmountOfDamage){ this.HealthPoints -= AmountOfDamage; //After taking damage see if player is still alive if (this.HealthPoints < 1) { this.IsAlive = false; } } You also need to learn classes, because these will allow you to make "objects" that can be used as data types or as structures for complex code. public class Vector2D(){ public float x = 0; public float y = 0; public Vector2D(float startX, float startY){ self.x = startX; self.y = startY; } } //Now you can use the new class as a data type Vector2D MyPosition = new Vector2D(10f,0.5f); Then loops will be a good idea. string Word = "Hello World"; void PrintEveryCharacter(string InText){ foreach (char Character in InText){ print(Character); } } //it will be used like this: PrintEveryCharacter(Word); //Ruturns H e l l o w o r l d After that you should know enough building blocks to start making a game.
  7. Scouting Ninja

    Worst time of your life as an indie

    The worst time for me is when I don't get to make progress on the game. Making a game is so time consuming that losing even a single day can be really demoralizing. Even when I know the weekend will allow me to makeup for lost hours, it still feels like any day not working on the game is a day I can't get back.
  8. Scouting Ninja

    Player character categories

    Think about the Scout in Team Fortress or Tracer from Overwatch. These characters are faster and more agile than any of the other characters, it is a huge part of their playing style.
  9. Scouting Ninja

    Player character categories

    Damage (Wizard), Defense (Warrior), Movement (Thief) and Support (Healer). These are the four archetypes in games. Almost every game has them and with good reason, each of these are linked to a type of stat. Some game types have given birth to a new classes I like: Leveling (Slime) this class usually starts with nothing and builds as it kills. Just like the slimes in common RPGs this is a weak enemy that can turn into a potential problem over time. Some games allows this class to take equipment other games actually gives it a combat skill tree to choose from, the best games in my point of view allows it to learn skills from the enemies it kills. Constructing (Engineer) Like so many RTS games this character builds to win. Placing important structures that help the team. Stealth (Spy) Unlike the thief, the spy often doesn't move fast or is in any way agile; instead it is born from stealth games. Moving amongst the enemies, instead of around obstacles. Collecting (Alchemist) This is a character that fights with the level. Either constructing things with collectibles or by changing the environment itself. A class often seen in voxel games. Camping (Teleporter) Like in Puzzle games the teleporter solves problems by moving at their own speed. Often a sniper class this character can reach places a thief can only dream of. Minions (Summoner) A MMO like class. It tries to win by flooding the battlefield with it's minions.
  10. Using game engines is just like working with a team. Think about it. The artists, the sound composers, helping programmers and other team members will see a custom engine, no different from a commercial engine. When your artist loads a texture they won't think "Oh, I didn't write the code for this. Somehow that makes me less of an artist". When your team member expands on your code, you don't want them to rewrite everything. You don't want them thinking "I didn't make any of this code, I should use none of it". When working on a engine, you should think of it as working along with a team. Yet people have different drives. I have seen hobby developers switch from custom engines to commercial engines and every game they make from there is horrible, they blame the engine and when you show them how to do something they just say that the way the engine does it is dumb. Even so I will still recommend trying a engine, even if only to make yourself angry. Sometimes just seeing how different, how dumb, someone's approach was to something can be eye opening and even life changing.
  11. However that is not the way everyone will see it. Most artist would want the right, to protect their characters from being used in hate crime or in other ways they don't agree with. For this reason many artist and companies will enforce copyright and not even allow fan made content. The rule of thumb for copyright should be: "if you don't own it, then don't use it".
  12. Scouting Ninja

    First Timer

    To make a MUD you can learn almost any language you want. Java, C# and Python is the ones I see mostly used for networking, so I recommend sticking with one of these, They are all easier than C++. Because it is text based, you don't need a engine. Instead just look up things like "Sending string via socket" and basic stuff like that. I recommend searching "Python text multiplayer game" on Google.
  13. That sounds like a really good deal, if it is true. Maybe these are aimed at smaller developers. If you don't need 1:1 capturing; I bet these will work for most part. You could check their facebook account to see if they have had angry reviews. The only one I have even heard of is the Shadow one, but it was a review article. Also check is that the software works with your operating system (Windows, Mac). Some motion capture software only work with one OS. Then see what formats these software export; especially if you want to use it for games.
  14. I do some motion capture and I opted for a visual set. The reason is that even renting these suits and software you will be paying +/- $ 1 200 for a week or so. If you take the visual path it is only $120 for a green screen set, and $250 for a 4 pack camera set. So it is all the hardware you need for roughly $400. I use Blender as my tracking software; so it is free. Working like this took me weeks to learn how to proper capture animation. I just can't see anyone spending thousands to learn motion capture for small indie game production. It's very expensive to do.
  15. Scouting Ninja

    Develop drop down lists

    I animated the values, maybe changing something removed the animation? I like using the animation for this kind of thing, because then I don't need to check when the animation is done. Instead the animation changes the values right before it stops playing. Moving from the Animation to a "idle" animation; also means the values don't reset when the animation is done. Just check the original to see how it worked. If you still can't solve it I will try to help; unfortunately I am a little pressed for time at the moment.
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