View Full Version : Street scene for 2D/3D game
07-09-2003, 11:52 AM
hey all, this is for a game i'm designing with a friend for a schoolproject...the game is like Mario for NES but in 3D...anyway, this is the main style/concept of the environment in the game, the street itself will be 2D so I haven't applied that yet...need crits, be harsh/mean/whatever, thanks
PolygonCount: 900 for all objects
Textures: Modified 3ds Max textures, I will fix the repeating textures btw
edit: MUCH BETTER UPDATES ON THIRD PAGE
07-09-2003, 06:33 PM
Erm...Thats is exactly like the tutorial for game levels in max. So I think that you did that tut...wich is a good thing to learn. But try and come up with your own design cuz alot of people will reckognize it and just replacing textures won't help much.
07-09-2003, 06:57 PM
you should try fixing it to look more 3d it looks like it was colored with crayons
07-09-2003, 07:52 PM
Well if its a game of the likes of super mario then its not bad to ahve a cartoony look. The look is fine its just that the concept is from a tutorial.
07-09-2003, 09:46 PM
yea I guess so
hope you get an A+ on your game man
07-09-2003, 11:26 PM
There's not an awful lot of "concept" in a street with houses and some lanterns really :)
It looks good, textures need some fixing, and I'm not sure where those 900 polys are. With the level of detail you use, you could do with a lot less ...
08-09-2003, 02:14 PM
thanks for the replies
emperor: hey I'm open to suggestions, please tell me if you have another way to create houses along a suburban street and make them look like they were from straight from a cartoon. (I'm NOT being sarcastic)
I've seen one pic from the tutorial and got inspired by it, that's it...lol I haven't even done the tutorial...that style is common when creating cartoony buildings, the tutorial designer stole the look from cartoon movies and they stole it from god knows what...
nocturnal: thanks for the kind words, and as emperor said it's meant to look cartoony.
viargoLDR: no you're right, there is not much concept in that, just used the wrong word I guess :p I was wrong about the polygons, this new image has 800 polys in total after converting to Editable Mesh...
The reason the scene looks so flat and dull is that I can't use any bump maps or other material attributes that I normally use to make things look sharper and more interesting....plus, this image has no lights since the programmer has told me not to use any...thanks again, looking froward to more crits
08-09-2003, 02:16 PM
"I've seen one pic from the tutorial and got inspired by it"
to those who haven't seen the tut and has no idea what I/emperor are talking about, this is it
08-09-2003, 02:22 PM
forgot the pic :halo:
08-09-2003, 10:04 PM
I'm not sure how you did the textures, but if you make some nice uvmaps, and if you can use reasonable quality textures, you can make nice stuff even without having bump maps. If you can use like 512x512 maps, you can do a lot of detailing and fake 3d stuff right there.
Not using lights seems weird, since eventually the scene needs some lights to show something =) Might be the coder wants to add them himself. If so, you can ask him to do it for you, and then give you the lit scene, so you can then procede to do some prelighting/preshadowing, that always helps with detail as well.
Anyways, good luck with the stuff =)
09-09-2003, 06:51 AM
Not bad... but how do people get into those houses?
Do they climb in through the windows or something? :roll:
I think it could looks cool with some higher quality textures :)
09-09-2003, 04:19 PM
hi again, I've got a small update, still no lights or bumpmaps, just modified the textures...still not as sharp as I want it but I think this is better than the other pics(?)...the lanterns/streetlights are gone, I wasn't happy with them at all...added a sky to give a feel of how the game will look...the sky is temporary..tell me what you think.
virago: the programmer is creating an editor and the lights will be placed there meaning I have no control over that...thanks for the advice
thorgrim: I thought about that actually, I will design separate stores that the player will be able to rob for money so if every building had doors, the stores would not stand out as much...but yeah, I might put on door textures, we'll see. If it looks too strange, i guess I'll have to.
I just rendered this, need c&c, thanks
09-09-2003, 04:20 PM
forgot the picture again, really sorry :o
12-09-2003, 03:10 PM
hi again, got a little update....it's an animation (<1 MB) with a car that drivers through the street...the car has a temporary strange texture and the overall texture quality of the scene is low due to the animation but this is pretty close to how the game will look...please crit, thanks
edit: no replies? well, I updated the scene/animation...there are now small door textures on some houses, the car has a proper cartexture now and the overall quality of the animation is better than before...need some crits, thanks a lot
link to the 3 second animation :p :
15-09-2003, 08:18 AM
let me guess....u did the 3dsmax tutorial :roll:
15-09-2003, 07:44 PM
Looks like the street is made out of denim.
18-09-2003, 08:27 PM
once again I haven't done the tutorial, everyone has their source of inspiration when creating a scene, just because you all happen to know about mine (the 3ds max game tutorial image) you blame me for stealing their concept!? READ: I LOOKED AT THE IMAGE, THOUGHT IT WAS NICE, AND MADE SOMETHING BASED ON THAT, END OF STORY. if you still think I've copied it, read again.
Really, get off my back, that style is used in tons of cartoons, games, comics, movies etc. I mean ffs compare the animation with the picture on the first page that's taken from the tutorial, are you blind or do you really think they look alike!? It's getting tiresome to read posts about me stealing or me mimicing the tutorial, I mean come on, how easy is it to create a suburban lowpoly street that has a clear comic look without the result ending up anything like the game tutorial???
just a minor update, if you think the texture quailty is low it's due to the animation... I made the sky look more blue and alive, the polycount is reduced, and the light is increased, hope you're all taking notes...I'm not sure if I will keep posting here, since you're all bitching about me not doing my own thing and giving me useless crits...but we'll see, peace
19-09-2003, 08:54 AM
You should know that a LOT of threads in either of these forums here are based on tutorials. Well, actually, not just based, but more like followed step by step, and then they put it online, claiming it's their own work. I've even seen people entering competitions with images created by doing a tutorial.
Anyways, you shouldn't pay attention to whoever bitches about the most stupid things when you put up a picture here. I learned that soon enough ;) .. If it isn't "stolen from a tutorial", they're gonna say that it's "too detailed", or "textures are too dull", or they're gonna throw detailed technical **** at you about how you can do certain things in your scene better if you set different things on the 3dsmax tools you used, even if the scene is 100% maya. Generally, people tend to think they know everything, and are very narrowminded. Just ask someone what lowpoly is =)
I haven't seen the animations yet, but the stills you posted earlier look good, although maybe the textures need a bit of work. Cartoon style normally has somewhat smoother flow of colors, instead of really gritty textures with many details.
21-09-2003, 01:40 PM
thanks virago, about the cartoon style, well you are right but that's just my personal touch to the look, I tried flat looking cartoon surfaces but it was kinda dull so I went for the "gritty" look as you said...will be posting updates as soon as I continue my work with the streetscene...the editor for the game is soon finished so that'll give me more to work with...
and btw, take a look at the last animation, it's somewhat different from the pics and it's only about a meg...should go fast, take care
21-09-2003, 08:57 PM
Well, actually, not just based, but more like followed step by step, and then they put it online, claiming it's their own work
Well..it IS their own work isnt it! They made it..its their work..they didnt take a save file and claimed it as theirs..they amde it..so it is theirs.
22-09-2003, 12:42 AM
Don't worry about people who say you just followed a tutorial. I mean, look at how many people do Joan of Arc or the car modeling tuts. There was this one thread that was closed recently b/c two members were arguing over someone's final piece which looked rather like one of the scene tutorials. In a way it *is* their own work...it took me forever to do some of the tuts, some aren't easy to follow for a newbie
Very cool scene:D
22-09-2003, 11:22 AM
In a way it's their own work yes, but then again, they followed a step by step guide which tells them exactly what to do, so it's only partially their work really...
But, much like the "which 3d program is the best" kinda things, you can never really discuss "what is/isn't a step-by-step tutorial scene" either. So, might as well cut it out, and keep it to Clawda's scene =)
22-09-2003, 11:57 AM
I like the animation. It reminds me of cutscenes from adventure games. It could be done as intros to side scrollers too. The texture doesn't look quite right. Like fizzy said, the street looks too clothy.
22-09-2003, 02:11 PM
thanks for the replies, I have as some has suggested, changed the street texture, I think it looks good now, but if it's still bad, please let me know...changed some textures but I still have to do something about the car, sticks out a bit much but perhaps that's good since it's an important rolefigure in the game...well, I don't know, tell me what you think, animation will be posted later, thanks a lot
here's a pic for you:
22-09-2003, 03:36 PM
LINK TO ANIMATION
26-09-2003, 08:34 PM
lol, no replies? well the programmer told me the models work just fine so that means I can keep working...and that's what I've done, I added a store -> a pizza shop plus I added a little car sound for the copcar...hope you like it and please give me some crits this time...take care
Click below to view the animation:
p.s The clip requires DivX 5.02, otherwise I don't think you can view it d.s.
29-09-2003, 06:02 PM
Small update, a barbershop has been added + scene optimized...the pizza place has been slightly modified...
next step will be creating more stores along the street and then model/animate the main character...
30-09-2003, 05:08 PM
Nice this is starting to look like something. But it's too clean right now. Add some more stuff. Trash cans, fire hydrens, sewer locks more slamps and work on light ssome more maybe. Tis very lighted to be a nightscene. mAke the lamps do most the lightnint. Btw...is "polis" ment to be in swedish :D!
30-09-2003, 08:23 PM
thanks for the comments and ideas emperor, very constructive! about the trashcans and fireposts, I will add them as the construction of the scene/level comes to an end...about the lighting, there really isn't much I can do, what you see in this picture is the way it will look in-game, sure I could've added special lighting such as glow, concentrated highlights, the textures could have been bumped etc. but all the lighting is done in the editor and the editor has no support for bumpmaps and such so I'm not going to do a "specialversion" in 3ds MAX with cool effects because the game can't handle it anyway :p
I animated the scene @ 1024*768 resolution but the file is 10 MB so I'm not going to upload that right now...
two pics, high quality:
and the submitted one is much lower quality but you see it straight away...need crits, thanks
edit: yes, "polis" is meant to be swedish :p
30-09-2003, 08:27 PM
second pic, low quality, press the links above for better pics
01-10-2003, 01:13 PM
10 MB animation
Best viewed at fullscreen
05-10-2003, 01:11 PM
Hi again, lot of replies as usual I see :p
Took a break from the graphics and made a little music score for the menu...In the beginning with the bright piano, our names are supposed to show...when the bright piano stops and the darkpiano + drums kick in, that's when the menu comes up...enjoy, and please crit
(it's less than a meg)
I also have the design for the game webiste finished, but it's in swedish, but you can always check the design...
07-10-2003, 02:24 PM
Well the street looks okay, but I have to say you need to do more work on the texturing.
For starters all the buildings look like they are made of the same material. Try to make a few different texture sets for the buildings. This will break up the monotonous look of the street.
Try to give the sidewalks a texture of their own as well. They have the same texture as the buildings, which just doesn't look right.
The other thing that grabs me is the difference in style between the car and the streets. The car is very flatly colored while the streets has a grainy texture with realistic looking posters on the buildings. This is a bit strange. You might wanna change the street texture to a more comic look.
The street itself is quite dull. You could liven things up by adding garbage cans, rubble and other stuff that lies around ont the sidewalk.
I hope this helps you out.
10-10-2003, 04:51 PM
two new versions of the menumusic which is nearing its completion:
supervlieg: thanks for the reply, the buildings all look the same because that level is supposed to look like that...see, I have multiple levels and each level is supposed to represent a unique location in Gothenburg...what you see on the images and in the animation is the place I live in, and NO, the buildings here are not blue but there are no mansions or fancy houses here so all the buildings are apartments...however, the next level will represent a richer neighbourhood and will consist of villas, mansions and really nice looking buildings...
about the car standing out, that's a good point, I might change that but I talked to the programmer and he says it's good if the pedestrians and cars stick out so that you can easily tell what's important and not in the scene...but I'll think about it, thanks
as for the garbage cans and rubble, as I've said before, I will add them as soon as all the shops are created...
***no one has replied to my menumusic, is it that bad? :p ***
20-10-2003, 07:22 PM
small texture update, trying to change the colors on some building to get rid of the somewhat monotone feeling, I really need crits, both on the music (check the links above) and this new image...I've also used less lighting as Supervlieg suggested...
edit: im reworking the sky, that's why its all black + I'm going to start model trash and fireposts and stuff
21-10-2003, 04:41 PM
* Added a new sky, to match the rest of the image
* Added a small siren to the copcar
* Added the main character for the game. The texture is pretty weak and incomplete but I haven't worked on it that much so it will change, feel free to come with suggestions/ideas about the clothes
* Rescaled everything, I'm still having problems with the proportions, need som opinions
* Moved back the streetlights somewhat to clear up the street
That's about it, I'm not sure if I should actually expect any comments lol, but if you're browsing this thread, please give me some feedback, feels like I'm updating this thread for nothing. Thanks a lot
here's the pic, sorry about the quality
23-10-2003, 05:49 PM
updated pretty much
* whole new texture on the character, see image
* added a little walkway in the front of the screen
* tweaked the sky to match the rest of the scene
* the asphalt is a bit darker to bring out the contrast
23-10-2003, 05:51 PM
<----- higher res, more colours etc.
23-10-2003, 05:58 PM
here's a smaller and lower quality version of the image on the link above...take care!
31-10-2003, 06:45 PM
been working some on the level
* All textures have been reduced to 256*256, which will take less memory ingame
* The textures are sharper and more colorful (higher contrast) then before
* The colorbalance of the entire level has been modified, everything isn't all blue anymore, I've balanced it with yellow and orange/red
* The copcar looks like 3D now and has been given a new texture
hope you like it!
edit: it looks pretty bland on that image, I will upload a better version when my friend's server is online again
31-10-2003, 06:55 PM
isnt the idea taken from 3ds max 5 tuts?
01-11-2003, 05:09 PM
the idea is taken from mario for NES, for the last time omg, the programmer drew the street very roughly of how he though it should look and I created it! I agree it looked like the max tut in the beginning but I've changed it a lot since the first post so please, no more!
just checked the WIP in your sig btw, isn't the idea for your "wormman" taken from earthworm jim...? Actually, if I wanted to be a real ass I would say you've tried to copy it and failed miserabely...sorry if im acting retarded, this is getting a bit boring to listen to..
I have updated the textures some, the server is still down so I can't post anything worth watching because whenever I compress the image to below 100k it loses most colours...will post an update later
07-11-2003, 01:15 AM
Hehe, for all those complaining about it being taken from a tutorial.. erm... it's a bunch of warped cartoonie boxes with a street in front.
There aren't too many ways to make a bunch of boxes.... I guess if you make triangles instead...... but then they won't look like buildings. *shrugs*
I like it, coming along well. I am no game designer so it's not something I can crit. But I do like it.
08-11-2003, 02:16 PM
thanks JDPcreations, glad someone understands...
here's the final color composition of the first game level, this is how it will actually look in-game...it's 350 KB (for those of you who don't have broadband)...please comment!
11-11-2003, 04:41 PM
I like the scene. It looks good. And the menu music is great, I like it alot.
12-11-2003, 04:47 PM
hey man thanks a lot! means much to me, very glad you like the music! I've just started working with the editor that my friend wrote, it'll take some time to learn but hopefully we will have something playable until new year...if anyone has any crits about the webpage, menu music, or the scene itself, please tell me, take care!
18-11-2003, 02:27 PM
we decided to tilt the camera a bit to give a real feel of the game actually being 3D. Plus I changed my mind about the nightsky, it got boring, so here is the new concept which probably won't be tuned anymore. What do you think?
p.s sorry about the quality, server still down :o d.s.
19-11-2003, 06:58 PM
update on the main character, if anyone is still watching this thread...
edit: updated again, as well as the image above, didn't want to post new ones
20-11-2003, 07:06 PM
edit: old pics deleted
21-11-2003, 10:59 PM
looking really sweet :] how much polys in total ?
21-11-2003, 11:16 PM
I'm not a 3D modeller, so I cant give you any advice in that respect, but I do design games...
How about if the street lamps were Metal, or Painted metal, rather than the same material as the buildings, (I'm thinking gun metal or Plastic grey...
The buildings are ALL Blue, Darkness makes grey buildings blue, but what about the rest...
Red Stone, White Stone, add some sort of 'blue filter' to get the night feel maybe...
People put potplants on thier window sills,
There are NO ally ways, not one, if they are a game feature for the 'badguy' to run away from the cops, I understand,... but if not... Put some in, somewhere.
Too much Blue, the poavement is blue, the stones are blue, the road is blue, the copper is blue, its ALL blue...
22-11-2003, 09:37 AM
thanks starwars, in total it's 4800 polys and that includes a lot of building which you cannot see in these renders, it includes the main character (1000 polys) and the cop car (800 polys).
Bane star: thanks for your reply, the thing about the street lamps is a great idea, I will most likely change them to what you suggested, gun metal or plastic gray would be great i think.
lol, the scene ain't supposed to be at night anymore, thought the new sky made that clear :O
potplants, garbage cans, a homeless guy (got that from another forum :P) and fireposts will be added AFTER the first version of the game is completed, which will be by new year if everything goes well.
it's good you brought that up because with our last cameraposition (the one where you see everything straight ahead) made it impossible to have alleyways because it would look stupid since the alley would break to the horizon. With this new tilted camera I will add alleys too, thanks for bringing it up, had forgotten that!
I've said this before, the first level is supposed to be all blue, this I will not change.
Thank you both for your replies, I've rendered an animation (7 seconds) similar to the other animations I've put up here but this one is with the new textures and camera so when the server goes up I will add a link..
NEED MORE CRITS, take care all, peace
22-11-2003, 10:19 AM
by the actual detail on the charcter it shoulkd be around 600. you could do it with a lot less polies.
22-11-2003, 01:46 PM
thanks for replying SM, the main character is now 900 polys but I'll optimize him some more when I have time.
**** Here's an animation as promised ****
you need Divx 5.02 to watch it, and please tell me if the movie stutters, I really need to know! The things I've changed in the animation as opposed to the still image above are actually two of the things Bane Star said
* new materials on the lightposts
* added small alleys
* created two small streetsigns, just as a little detail
Please crit if you've viewed the animation, I'm supposed to show it to my teacher in class (not a 3D/art-class) so if I can do anything better, please tell me, take care, peace!
22-11-2003, 04:49 PM
clawda - ok, watched the animtaion.
liked it, it's very game-levely sort of feeling.
ermm..... the lights in the street don't have a glow on them. if that was intentional, ignore me, but shouldn't it be there?
at the very start of the animation, when the camera sin't moving - one of the street light's shadow moves across the road... why? i can't see any obvious reason for it.
also i get the feeling that the red and white in the forefront is some sotr of barrier attached to the lamp posts. isn't it supposed to be curb stones?
one last thing, the pavement in front of the houses seems a bot high...
24-11-2003, 03:06 PM
"liked it, it's very game-levely sort of feeling."
thanks a lot, that's obviously what I'm going for
"ermm..... the lights in the street don't have a glow on them. if that was intentional, ignore me, but shouldn't it be there?"
Since it's daytime there's no glow, so it's intentional...if you all think I should have glow, then there will be glow, but as the scene is supposed to be at daytime, I don't really see the meaning with lit streetlights.
"at the very start of the animation, when the camera sin't moving - one of the street light's shadow moves across the road... why? i can't see any obvious reason for it."
You're absolutely right, it's because the lights are also animated, didn't want to put too much time to set up the lighting to be even thoughout the street so I animated the lights together with the camera....It's fixed now, meaning there are NO SHADOWS at all, since the game doesn't support that...Next step is to fake shadows everywhere, add more detail to the scene and also create some new stores...
"also i get the feeling that the red and white in the forefront is some sotr of barrier attached to the lamp posts. isn't it supposed to be curb stones?"
that's exactly what it is lol, it's there to give the main character a "safe path" from the police. When the police starts to chase him, he will have the opportunity to go past the barrier and walk on the sideway, where the cops can't catch him. Obviously, he will not be able to do this all the time, only where the barrier is broken or ends to a sidestreet or something.
one last thing, the pavement in front of the houses seems a bot high...
You're right, I've put it down on my TODO list, so I'll change it later, thanks
This is a minor update, there are no shadowcasting lights in this image, there isn't much difference but still...When I get serverspace, I'll post an .avi with the character as he walks on the street.
take care, peace
edit: image updated, got grass and other faked shadows, still working on it
26-11-2003, 03:21 PM
that's a link to the main character walking on his spot, it's pretty closeup so you can see some errors but hopefully, they won't be visible ingame...tell me what you think, peace
04-12-2003, 04:58 PM
a lot of people have been complaining about the blue color, hope you like
edit: Updated December 13th
10-12-2003, 06:10 PM
Ok, I will shoot straight from the hips….
Firstly I would have to say that I like the look of it, it has a style to it, and all the objects and textures fit in with it nicely. Nothing looks like it is out of place…..
Sometimes when people make, draw scenes, there can be the odd object or texture that looks out of place, but I see nothing like that in yours…..
As for the other people commenting on it looking like the tute, that’s the first thing that I thought… but so what… as you have said time and time again, the curvy buildings are a style, and just because the tut has them so what…..
I would have to say don’t make the forums *** for tat, if someone makes a comment that you don’t like, just ignore them…. I mean people posted time and time again that it looks like the tute, if they had taken the time to read the thread, they would have seen that you had already explained that… So don’t bother responding to people that haven’t taken the time to read what other people have said…..
I also like how you have asked for comments, and when receiving them you have used them and your scene has gotten better and better…. Exactly what the forum is for..
Now for my honest crits…..
On the building I have placed a green line near the alley, its hard to tell from the shot but it just looks like the alley is not deep enough, or a shadow out of place or something
The gutters where the yellow lines are… they look a bit big to me…… but that could be the style you were going for, others may like them that way….
I have blue lines on the dude, and the car….. It may just be the camera angle, or it may be how you wanted it, but the scales look wrong…. The dude looks like he is half the length of the light post, that if he was next to the car he would tower above it, and if he were to walk in the door, he would be close to banging his head…. And the road strips also and to the feel, makes the car look small.
The only things I don’t like about the textures, that’s the two head silhouettes in the windows. Humans are programmed to recognize shapes and patterns, especially other humans… So you immediately notice one head I the window, and then the other…. That just makes it look a little repetitive…. The arrow pointing down, the tip has that dark shadow that gives it depth, it looks to dark, makes it look like a drop shadow on the background, and that the clouds are right next to it…. the top half of the arrow looks fine.
well there you have it, remember art is in the eye of the beholder..
10-12-2003, 06:31 PM
hahaha see you got my pm thanks a lot man , for taking the time, and for the comments, all of them.
About the alley, you are absolutely right, I will make it deeper, missed the spot there :S
okay, about the main character and the car, the character is standing on a pretty high sidewalk plus the camera angle makes him look a lot bigger than the car, if I just move him down to the street next to the car, the proportions will look right...but yes, about the lightposts, he is pretty big compared to them, good observation, thanks again
the cahracter fits through the door just tried it :p it must be the camera, but one thing I agree on, the yellow marks on the street, they actually do make the car look small, will fix that too!
btw think you have misunderstood the image, the white/red bar is not a curb, it's a warningbar attached to the lightposts, it's a game feature, I've written about it on another post, hope you can tell.
about the textures, got it, will remove the head, and fix the shadow on the arrow, lol, when I PM:d you, I didn't expect an answer, glad you proved me wrong, and thanks for all the tips, it's the little things that make the difference, take care ;)
10-12-2003, 06:54 PM
My bad on the curb comment.... I did go back to the first post but I guess I missed that one....
In your first image posted with the scene side on you can clearly see its a gard rail.... Its just at that angle I missed it...
11-01-2004, 10:54 AM
well you're not the first to think it's a curb :)
got two shots, one with improved textures and a screenshot from the game's own editor (sorry for the swedish text), going to start work on that cause i have a manual for it now...
11-01-2004, 10:55 AM
and the editor, note that the models and textures shown here are old, just a testscreen, hope you like it
11-01-2004, 12:42 PM
Nice dude, the onlu complaint i have is that the character doesn't look as good as the whole scene, maybe you can fit some more polys on him, or make a beter texture, after that then it shoudl be sweet as honey!
12-01-2004, 06:28 PM
thanks jason, oky I'll keep that in mind but right now I've got a deadline for tomorrow, got to finish the first level, but all that's left really are 2 stores so it should go fast...But I'll fix the character's texture when I get down to it, here's a little something I put together now, got to show the teacher, I've made a new store btw, the one to the bottom right and modified the pizza texture...will post 2 more stores tomorrow, peace
(sorry about the quality...as always :))
30-05-2004, 01:09 PM
hmmm... just as I suspected.
You have the nerve to slag off Davy for his Brit Chick and here you present a second rate Sega Megadrive quality view of a cartoon town.
If you're going to dole out your 'esteemed opinions' to others on this site, at least have something decent to back 'em up with.
Must try harder, and slag off less :)
31-05-2004, 02:40 AM
Beta... this is a very old thread.. now shut up... you have no right to disrespect anyone like that...
31-05-2004, 05:14 AM
31-05-2004, 05:32 AM
I had the nerve to tell him off yes, what are you going to do about it? nothing? thought so...plus, for your information, davy and I have cleared things up, why are you acting all retarded?
listen man, I can tell you're his friend and sure I would get pissed but here's a question for you; if you are to judge me and my work, WHY, of all the three links in my signature, do you pick 1) the oldest 2) the worst and 3) A GAME SCENE!?
wow you sure got me there.. let's see you build up a whole low poly scene without any lighting, bump maps or smoothed models and then we'll see, this is lowpoly gamework man, without any fancy rendering or anything, this is simply models with textures on them, NOTHING else, pick my village scene to crit my work, at least then I can take you seriously because that actually represents some of what I've learned in 3D...
and that Sega Megadrive thing was nice, made me laugh :) would love to see your work, I'm sure you're a better artist than both me and davy (not being sarcastic), post a link here to some of your pics
thank you Jason for defending me, appreciate it, take care bro
31-05-2004, 04:01 PM
I am your mother...
31-05-2004, 10:00 PM
But Mom... HE started it!!
31-05-2004, 11:48 PM
now I'm just lost :)
02-06-2004, 01:30 AM
Oh, don't know if claWda mentioned this but...erm..at least as I read on an other forum, he got top grades for this projcet. So congrats to that..you did work hard hehe.
BTW..what the heck's wrong with Mega Drive...or SNES...wich is the better of them two technically. Seom of the worlds finest games both visually and gameplay wise were concieved for those consoles...shame on you...thats game blasphemy!
02-06-2004, 03:46 AM
thanks emperor, that's true I got top grade for this, didn't see any point in mentioning that :) and yeah I remember my friends had both SNES and mega drive and the games were REALLY nice so I agree with you, thanks for the comment!
vBulletin® v3.7.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.