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Ricardo Raiohardt

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Ricardo Raiohardt last won the day on June 12 2014

Ricardo Raiohardt had the most liked content!

About Ricardo Raiohardt

  • Birthday 06/19/1990

Contact Methods

  • Website URL
    http://www.raionhardt.cf

Profile Information

  • Gender
    Male
  • Location
    Two Islands in the South in SP or SC
  • Interests
    Computer Graphics, games, music & arts
  • Fan Gaming Specialty
    3D modelling and level design
  • Current Project
    SSHX & Sonic World Runner

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  1. The beach level is great. Original and interesting, and while have many trees and rocks, I think they fit very well and made that cool rock structure something very interesting. Unfortunatelly SGDK isn't perfect, and the areas where you finish a ramp there are those strange physics that detracts the attention while you look that sonic is flying without gravity. The other levels look cool, even more the redish level with the blur effect. And even using udk assets and speedtree(I guess, the trees are too basic, I think) it still interesting. I really like to see this completed.
  2. We see a lot of levels made with UDK assets, but this level really looked like a true creative way to use then. Mixing the materials of beams on different objects and even on trees really was shocking cool. Besides that, the level is too dark, I suggest you use the same mindset you used on the effects for making a good light for the dark areas, or at least not let then completelly black, since is not total back because we can still see sonic and not the scenario, which is weird. What would goes next is put the enemies too.
  3. Sorry, but how water isn't blue? (Of course is transparent) I mean, by the place, light reflection and refraction, angle and etc, water looks blue or green or it can be seem that is transparent as well. But in the case of the level It can be a stylized water, or a cartoon look - even I dont agreeing sonic been cartonish but rather stylized or abstract realist. But still not disagreeing with anything you said here. on the contrary. It need more work, variation and then polish. But the scene looks and feel idea still are interesting.
  4. They been doing a sonic game with udk+sgdk for some time, 2 years, and I can say that both of their skills grew up a lot. and since they just starting, I guess we have to wait and see where they will get. But will be very high if they continue as they are. I will keep providing then help because I just want to see they get as high as they can.

  5. There are some good level design ideas going on. But what probably some people will say is that the use of too much UDK content. The water look like a shaking plastic, and seem to be scaled up a lot and got the uv messed. you could try fix in the material or using several water planes. But I really think the level have already a solid build and amazing ideas, like those flying pillars and gardens, really cool! BTW I not going to just say the same that I hear every time when someone do a sgdk level, I want to see people doing better and interesting stuff. So If you want, we can talk about it, also I have several models for games that I made myself, I can share some with you if you like, some tricks I know in softwares taht may allow you to get the results better and faster and give any help I can to make you improve you designs. Plus is great to talk to people interested in the 3d game making. PM me in any case if you wish. Keep up the good work!
  6. I always tried to simplify what music I like by a genre, but I can't, but I like a lot power metal and classical music, so is more by these: https://www.youtube.com/watch?v=WYJCI9eoJLI
  7. The skydome vibrance was one of the last things I did, it was very dark before, I was able to increse the ambient light a bit, but the skydome not, because more bright start to making hard to see the clouds and a lot of light came of it. And the fog was really low, so that is was not appearing. But it look like the walls need more color like one of the feedback I got, when I fix this, peraphs the washness will be gone completelly. Thanks.
  8. Sonic 06, really? hahaha. Why do you think that, because it looks somewhat realistic? I thought about pushing the rocks and patterns into detail while still making something abstract to real world. Actually always thought about the classic sonic games art style as realistic in an abstract way, like, for me, was definitelly not a cartoon style, nowdays is starting to getting more to this cartoon feel. Now the colors, I really never was good with it. And look that I tried many improvements after hearing feedback to make color and light better. Maybe is really a whimsy of the original as you said, still, seems that it was the result I was trying to achieve and cant be changed at this point.
  9. Sorry for the late reply, thanks for the appreciation and votes. I hope this project also helps incentive people into 3d fan gaming. Who knows?
  10. Ah, great! Anything else, you can talk to me and I'll see a way to help you. I hope to see how things go well soon.
  11. Sorry for ask, but when you was trying to import the characters into UDK, have you followed the documentation steps? Those can be found here: http://udn.epicgames.com/Three/FBXPipeline.html Since it uses FBX format, any autodesk software or other softwares with an FBX exporter updated can do the work. Now, if you suceeded to import things and had trouble inside UDK, there are some basic stuff to do to make animated objects and characters work there, and a setup for making characters. If you need any help to try again I can try to help you with it.
  12. Hey, glad to be of help! Already was worth to make the topic!! And thanks for the appreciation, I really put a lot of effort in my works - like many people do. I saw that Nemox is doing some great work in Unity, if is this the case you interested, I really incentive to try if he release it. What I want is to see many great 3d sonic games look great the same way many 2d games done by the years, completed or not. 3d may seem a bit overwhelming at first, and with UDK not helping in the beginning, people only make simple games with just terrain and stock assets, so it really require some interest and study, but sometimes even with this things done right is possible to make a decent level at least. I dont remember how unity works anymore, and I know it have the marketplace advantage, but when you get the hang of the things with UDK, I must say that most complaints about it seems unfounded. Other engines like blitz sonic and variants I think is not even convenient to compare unless the person is interested in learning computer graphics programming and shader programming, and a lot of script tweaking. If you have any more questions that I can be of assistance, just say.
  13. I kinda not work with character animation, but what I can say apply to any animation: When you plan an animation, try to outline the main elements of the animation before doing anything in the software, like,for example, if is a character moving an arm, make an study of the animation using a doll, drawing or yourself making the movement, and try to see all the movements of each part involved to outline then. This will finish with a list of more detail, that would mean a more definided animation, although there are rules for that. Also in the principles of animation, there is an interesting principle that is "Follow though and overlapping action", that means more realistic movements by giving the impression of making the character or object follow the laws of physics. I looked and there is a basic description about this in wikipedia under 12 principles of animation, but is also good to get a video tutorial of any teaching company. I have seen myself one of 3dMotive with this exact same name, and in volume one have this exact technique. That would be cool to you see. There is also some free videos in youtube on this topic. Another principle for realism is "Slow in and slow out", but the best way to get the best results is making many test studies with some of these basic principles. And hey, I noticed in your profile that your current project is a game called Sonic and Shadow, coincidentally mine too is the same name! Although I call by the codename project SSH. Can you tell me more about it? You plan to use this knowledge to this project? Anything else, you can PM me.
  14. Hey everyone. I been using forums for not so long, but since I know, there where not so many 3d fan games. For being myself making some remake levels sometimes, and a full fledged project, I was considering what I can do to help others to make more 3d games - by giving advice to the ones already working with, or give a few pointers to those who want to go through this way. I love 2d style and art a lot, and if the day had 48 hours, I would definitelly making a pre-rendered 2d game in sonic worlds. But that's for another time for now. Is not like I know a lot, but I been using UDK continuously for 2 years and a half - and I research and make tests an prototypes of ideas a lot - so at least have a consistent general grasp of udk, and I work with 3ds max professionally, so is a lot of time making normal work plus levels in 3Ds max, 'sometimes' 15 hours per day - ugh. So I want to make this post to try to help as much people that I can, that is, if there are interested people, and I know there is. So if you have any questions pertinent to modelling and udk use, just ask!
  15. That game would fit perfectly in an arcade machine in the 90'! It remembered me the shooters that I played a lot like Sonic Wings and Aleste mixed with Streets of Rage. The cool thing that I noticed is that you guys published it already completed. How long the game took to complete? What are you plans after this one - another fan game or something more serious like an indie or other? I bet anything you guys do will look cool as this one.
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