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About Fuji

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    "Ring up the ducks!"
  • Birthday 09/06/1992

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  1. General Creativity

    Some remakes of my older stuff And more Fallout 4 stuff
  2. General Creativity

    Yeah, just Photoshop
  3. General Creativity

    Couple of magazine covers I did for the Sim Settlements mod for Fallout 4
  4. General Creativity

    Some random little things I've been working on:
  5. General Creativity

    Definitely looks like a hoodie Try adding some Adidas stripes to it, without increasing the resolution I don't think there's much else you can do.
  6. General Creativity

    Concrete not yet included...
  7. Thank you George Romero

    I'm really hoping the new music system goes full Subversion
  8. General Creativity

    Kind of a low quality render, I didn't feel like sitting around for 6 hours.
  9. ORMtnMan's Real Guns Mod 1.242 [32.30]

    Good luck in your future endeavors (and fatherhood)! I think the best course of action would be to open source the WIP files on Github or elsewhere. There's not really any secrets to protect since Lua isn't binarized, and then anyone who wishes to can contribute without having to hunt you down.
  10. Shadows

    3D models is kind of an overstatement. Regardless, calculating hit detection is one thing, it's another to calculate a shadow every single frame for all 200 objects on screen. Hell, most modern FPS games can barely handle that. (But yeah, engine's kinda limited what-with all the Java...)
  11. General Creativity

    Better already. Watch your transparency (top center) Even though those clouds are faint due to being so high up, they're still as solid as the big close one.
  12. Shadows

    You can do this without 3D models, but it'd take a lot of work; notably normal maps for every single sprite (which considering Mash just remade all the sprites, it's not too out of the question.) http://www.mattgreer.org/articles/dynamic-lighting-and-shadows/
  13. General Creativity

    Goddamn, your coloring continues to be impeccable.
  14. ORMtnMan's Real Guns Mod 1.242 [32.30]

    If you want, you can PM me the texture map and I can edit it in photoshop
  15. Room Mechanics

    I'm curious as to how the room mechanics work (for sanity's sake.) Working on a set of apartment blocks, smallest one for example has 4 floors, 6 apartments each, with six rooms each... making a total of 144 rooms, all without taking public spaces like hallways and commercial areas into account. Does every single room need to have a separate definition? Or can I schmooze things a bit and consolidate certain spaces?