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Showing most liked content on 01/29/2015 in all areas

  1. Some of you might know that I develop video games for the U.S. Army. Here's a sampling of some of the work I've created: F-16C Falcon/Viper (modeled, UVed, textured, animated, rigged) inside of my UDK environment designed for I/ITSEC 2014 here in Orlando. F/A-18E Super Hornet (modeled, UVed, textured, animated, rigged) inside of my quick mockup of Nellis Air Force Base for I/ITSEC 2014. Uses models from other members of my team. The environment (terrain modeling and texture painting) was developed by me, but the structures and terrain textures (with the exception of the taxiway markings) are work that my team developed. I've got a variety of ~20,000 polygon game-quality models and low-poly Renegade-like models I can put up here if anyone is interested. The more I dig through my old office work the more likely it is that I'll update my portfolio. Which, of course, I haven't touched since 2011.
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  2. The flipside is that Reborn won't attract any new players using this engine. The outcome long term will be worse than switching over to UDK. Losing all players and devs. Have you considered how many players cookie clicker and other free games are drawing? They are not on UDK either.
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  3. Hello, guys and well...more guys; glad to be back! For those who don't know me, I was a long time staff member for BHP and the former lead producer of TSR before Teamwolf took the reins.... Confused?... Let me explain. About a year and a half ago I led TSR to its first full public release. Shortly afterwards, I found myself dealing with a lot of personal issues in real life. Deciding I should continue my work, I brushed aside my real life problems only to find myself facing even more issues but this time from inside the BHP community. Soon I was confronted and accused of several false accusations both involving my real and gaming life. As they piled up, I did all I could to extinguish them but it seemed the harder I tried the more difficult it got. Sides began to form and friends soon became enemies. Knowing that I couldn't continue dealing with both sets of problems (and that a lot of these issue couldn't be fixed overnight), I accepted the fact that I would need to step away for a little while or risk losing the game that I poured weeks,months, years into. I passed the torch down to my co-producer TeamWolf and have since taken care of a lot of the issues. I’ve even managed to find the love of my life and can't remember the last time I was this happy. So, when OWA and TeamWolf contacted me and asked if I would like to come back help start a new community as the leader of TSR, I just couldn't say no. I'd like to take this opportunity to thank TeamWolf and danpaul88 looking after TSR so well in my absence. Can't wait to get back to work and get those patches rolling out.
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  5. I dug through some of my images from last November and found the rest of the screen captures from my I/ITSEC Nellis environment, including a nice close-up of the completely overdetailed taxiway lamp I started this whole project with: I think it turned out alright considering I only had about a week and a half to create that environment, and part of that was spent creating the F-16C animation sequence which was for an entirely different animation at the trade show. As far as other models are concerned, I was asked to model a Rheinmetall MG3 for the Leopard 2A6 tank another team member built. Again, I went a bit crazy with this one. It's a relatively minor feature on the tank, but I spent a week creating a 2.4 million polygon model which I baked down to a 5k low-res model. This used my copy of Quixel Suite. There's a lot of details missing on the gun that wouldn't be seen in the game environment, so I saved time and didn't model those parts. High-res, WIP version:
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  6. then click on some cookies http://orteil.dashnet.org/cookieclicker/
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  7. Part of the reason that we made this community is because we actually enjoy developing games for W3D regardless of their appeal to the wider gaming community. Although, I am of the opinion that with a proper distribution method (the launcher) and the proper PR steps taken, a lot of people would actually be willing to play. FPS games like Guncraft and Roblox have terrible graphics, but are still popular. I also took a look at another game called 7 Days to Die recently which also has sub-par graphics when you compare it to something like Reborn. The fact of the matter is, gameplay is way more important than graphics ever will be. We're working on more high poly assets for AR currently which seems to be turning out well. I also think that we can find more developers if we actually produce better tutorials on map-making, rigging and generally modding the engine. W3D won't be dead for a long while.
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  8. just gonna leave this video here
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  9. Thank you for hosting things for so long and keeping things maintained, we honestly do appreciate it.
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  10. You're welcome. We remain open to working together with BHP to push the boundaries of the W3D engine. Ball is in your court.
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  11. *cough* *cough* on... oni-chan... my post count is s-so low... m-my strength is leaving me... fading quickly...
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  12. You're not the worst. You're the Wörst.
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  13. HA! Now I have more post than you.
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  14. Welcome back to TSR Wallywood. I had no idea what all was going on, and only recently noticed that you were missing. Good to know everything's going good now.
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  15. Hello fellas, general community nuisance stopping by to say hi
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