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ImaginaryZ
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Joined: Thu Feb 16, 2006 5:00 am
Location: Oklahoma, USA
Blog: View Blog (55)
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- July 2010
Free 3D Model Commissions
   Tue Jul 06, 2010 3:10 am

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Free 3D Model Commissions

Permanent Linkby ImaginaryZ on Tue Jul 06, 2010 3:10 am

FREE 3D MODEL COMMISSIONS get em while they're hot!

I want AT LEAST 100 requests.

Since this is a blog, I'd like to take the opportunity to explain my rational and procedure a little bit more.

For quite some time, I have been writing code to make a 3D game. I've been testing this more heavily, but time spent coding is not always productive. To ease the pain, I often take a break and do some modeling in blender; I'll eventually need a slew of creatures, as well as experience if I plan to produce such a game.

Well, I ran out of test victims (~417 models), ... er, models. So I needed more.

At the same time, I'd noticed a lot of positive feedback about my uploading pictures of some of the 3D models. (thanks guys & gals!)

Figuring I could accomplish 3 goals in one shot, I decided to give out free commissions;...

[ Continued ]
Last edited by ImaginaryZ on Tue Jul 06, 2010 11:52 am, edited 1 time in total.

4 Comments Viewed 55 times

Commenting Concerns

Permanent Linkby ImaginaryZ on Fri May 21, 2010 11:05 pm

I've been getting a lot of feedback (I really appreciate it!); But I'm not sure where to put replys.

I feel as if each item should necessitate it's own forum thread; but that would get messy and probably too tangled.

But, the "reply comments" also gets junked up quickly if I start replying using comments...

What should I do about this madness?

1. Answer comments with more comments
2. Create more forum threads
3. Use existing forum threads
4. Consolidate reply's to a central point (like this blog)
5. ?other

1 Just junks up the comments; Who knows how long before it "caps out" or becomes unmanageable.
2 Junks up the forum; Makes it difficult to track.
3 REALLY junks up the forum, much more than making threads
4 Gives me a headache with trying to link together replys across different items, also makes it hard for people to understand replys to specific questions.
5 ?other

So, what should I do?

It's like I need my own %@*#& thread again, like I did when I joined...

[ Continued ]
Last edited by ImaginaryZ on Fri May 21, 2010 11:36 pm, edited 1 time in total.

0 Comments Viewed 34 times

New flash Game (cont 4)

Permanent Linkby ImaginaryZ on Wed May 12, 2010 11:01 pm

No updates;

I've been working on getting xcore/mingl/xgfx to work better (since I need them really bad now at work) and it's paid off quite well. So now I'm getting data out of blender that I had not been getting before; Unfortunately the 2.5.2 specs are not completed on their scripting, so I will not waste my time getting shot in the face with changing specifications.

Instead, I'm making a ".TED" file exporter for Blender 2.49.2 / 2.49b, which is what I continue to use until 2.5 becomes closer to final.

a .TED file is a highly restricted XML file; if you've ever used xml you've probably noticed how stupid + retarded it is to use as a file format; and also notice the flagrant abuse of it as if it were a HTML document. So, the TED file takes what I call the "DXML" where D stands for Dwane, a super kickass individual I had the good fortune to work for years ago. DXML does not allow attribute tags, and specifies fixed depth as well as encapsulating all strings within...

[ Continued ]
Last edited by ImaginaryZ on Wed May 12, 2010 11:05 pm, edited 1 time in total.

0 Comments Viewed 99 times

New Flash Game (cont 3)

Permanent Linkby ImaginaryZ on Thu Apr 29, 2010 3:32 am

No updates;

Things are crazy down here; but I'm still slowly working on the flash game.

Instead, at work I had to move some stuff around so I got rekindled energy to tackle more of the annoying 3D work I was needing to do; so I went around and started cleaning and improving some of the mingl/xcore/xgfx system I've been working on. (I use the system I developed at work at home for games too, so it all works out)

I haven't stress tested much, but preliminary results look good, but when I get something released, you will be needing a fairly new graphics card (OpenGL 2.0+ minimum, probably.) I hope to make some small testing apps just for vorish funstuff purposes; like I used too, little snake games, small animation toys; nothing grand, just proof of concepts till I get the larger system working.

I've also begun to take some images from my blender model collection; it's a long road ahead; perhaps by showing screenshots of what CAN be done in blender, maybe some people will bite the bullet...

[ Continued ]

3 Comments Viewed 81 times

New Flash Game (cont.2)

Permanent Linkby ImaginaryZ on Sun Mar 21, 2010 2:06 am

Update;

gfEngine (as it's called) continues to work fine. I've noticed it's performance is very good, which is strange. However, I wonder how it will handle more complex clips later. The depth manager is amazing, I love how it solved the age old problem of assigning movieclip depths. It also shows that flash can be used to make a serious game, which I'm sure many people are interested in. Flash tends to be most efficient when animations are done using png palettized images for tweens, and using only motion tweens of those graphics. Basically, using as little vector data as possible. It also seems to be efficient where there is not much in memory that is active; ergo managing the visible parts yourself is best it seems.

1. Adding/Removing movieclips is fast + works;
2. Clips are added to a custom depth manager to prevent level + depth collisions + recycles depth levels + maximum allowable depth management.
3. Scripted export of flash data, including movieclip tweens, bounding boxes, variables...

[ Continued ]

1 Comment Viewed 42 times

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