Not like he'll listen anyways. Trying to get through to him is like trying to get through to a brick wall when it comes to criticism.
Oye, Luca, ¿por qué no respondes al criticismo o comentarios realizados por el resto? Sé que suenan bastante fuerte, pero son por parte de los creadores de contenido que llevan un tiempo en el juego, y saben cómo funciona el proceso de diseñar un item.
Hey, Luca, why don't you reply to the criticism or comments made from the guys? I know they sound harsh, but they come from the content creators who have been in the game for a while, and know how the process of designing an item works.
Primero que mi cuate Gyroplayer me pidio hacer la pistola, si me piden hacer un arma o cosmetico, la hago, y tambien en parte porque cuando aprendia a modelar en 3d y le pedio consejo a los modeladores ellos siempre decian: hazlo tu mismo hazlo tu mismo hazlo tu mismo, el que me salgan mal los modelos es en parte porque no quisieron ayudarme directamente cuando pedi consejo, primero aprendi a modelar pero no sabia como compilar las armas o texturizar, luego aprendi de fuentes directas, hasta ahorita ya tuve un grupo de artistas que si me apoyan moral, psicologicamente y en lo de consejos y codigos, de no ser por ese grupo ya hubiera renunciado a crear cosas aqui porque todos los demas solo se quejaban de mi y mis creaciones, pero luego decidi algo pero mi padres me decian "trata a los demas como te traten a ti", si me ignoraron cuando pedi ayuda entonce yo ignorare sus consejos y pordria lo que se me antoje porque varios me ganaron en ideas que queria hacer, por ejemplo yo trabajaba en Wesker un año antes de que Extraram lo tome
First of all, my buddy Gyroplayer asked me to build the gun, if someone ask me to build a gun or cosmetic i make it, also when i was learning 3d modeling and i asked advice from the pros, they all told me "do it yourself do it yourself do it yourself", the reason my models have flaws is because they neglected me when i was learning, i learned to model by myself but i didn't know how to compile or texturize, then i learned from some direct sources, just a few time now i had a group of artists that supported me psychologically and with the codes and art style, if it wasn't for them i would give up of making items because everyone else hates me, my guts and my stuff, those who supported me didn't know how to help and those who could shut the door in my face, then i decided to do an advice from my parents "treat others the way they treat you", if you're gonna ignore me when i asked for help i'd ignore your advice now because it didn't solved the specific issues i had and post whatever i feel like because many beat me in postin stuff i wanted to put on, for example, i was working on Wesker a year before Extraram put it as his
https://files.facepunch.com/forum/upload/198603/581ecf01-3a05-4a3f-a7ae-a03c9ffa5f65/image.png
Lamento la situación en la que te viste envuelto, especialmente que te criticaran constantemente. No obstante, has demostrado un creciente interés en desarrollar items y cosméticos para TF2 a pesar de las experiencias del pasado, eso en sí es admirable, sumado al hecho que eres autodidacta, indica que estás con un interés genuino. Sin embargo, has llegado a un punto donde tus modelos e ideas deben ser refinadas, principalmente para impedir dos cosas: que adquieras hábitos que podrían ser perjudiciales a futuro y que no te encierres frente a las críticas
Con el primer item me refiero a que debes ser sutíl en cuanto al objeto de referencia y su implementación en TF2. Muchos items son guiños a otros productos, pero de una forma que son sutiles y calzan con las visuales del juego (Toma por ejemplo los items del pack de Deus Ex: No son de la época, pero calzan con el estilo del juego, se ven bien en gameplay, y sabes qué el el revólver hace referencia al Diamond Back). En cuanto a las críticas, considerando que muchos de los creadores de items llevan años en este rubro, sus opiniones y estándares serán diferentes, más críticos y propensos a decirte que "esto está mal, o esto no entra en el estilo" porque hay una serie de imagenes, colores, texturas, modelos, límites, etc., definido. Agrégale a esto que Facepunch lleva, si mal no recuerdo, unos 8 o 9 años creando items para el juego, por ende, son más directos y no intentan endulzarte las cosas, pero cuando algo luce prometedor, te lo dirán con total honestidad. Eso no significa que te estén criticando a ti como modelador, sino que al producto que haces y cual no calza perfectamente con el estilo de juego. Además, tomando el caso del Soldier Capitán América, por lo que entiendo, era una situación de mera formalidad, en la cual se debe entregar una confirmación escrita (o que diga "tomé la idea de X"), porque muchos usuarios son desconfiados cuando alguien llega con un objeto sin tener confirmación previa (o son propensos a olvidar). Sobre Wesker, desconozco cómo funciona el sistema de idea -> modelo, pero fue una instancia negativa, encontrarás muchas más en las cuales podrás trabajar, y asegurarte de dejar explícito que tomarás la idea, para que otros no la agarren antes.
En definitiva, a pesar de tus experiencias, como persona has salido adelante y te has auto-enseñado y has demsotrado que puedes crear modelos y transformar ideas a objetos 3D. La comunidad en Facepunch no está buscando desacreditarte como modelador, sino que buscan ayudarte a modelar para TF2. Un juego con un estilo, paleta de colores e inspiración visual predefinido (obviamente hay casos donde esto se no lo respetan, pero la mayoría de los items siguen un patrón). No debes tomarte los comentarios y críticas como algo negativo, sino como una opinión que busca lo mejor para ti, tu trabajo y el videojuego. Puedes conversar con los usuarios y preguntarles qué está mal, o qué piensan necesita cambios y porque tú opinas que no es así.
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Deeply sorry about the situation in which you were involved, especially that they criticized you constantly. However, you have shown an increasing interest in developing items and cosmetics for TF2 despite the experiences of the past, that in itself is admirable, added to the fact that you are self-taught, indicates that you are with a genuine interest. However, you have reached a point where your models and ideas must be refined, mainly to prevent two things: that you acquire habits that could be harmful in the future and that you do not shut yourself up in the face of criticism.
With the first item I mean that you must be subtle about the reference object and its implementation in TF2. Many items are winks to other products, but in a way that are subtle and fit with the visuals of the game (Take for example the items in the Deus Ex pack: They are not from the time, but they fit the style of the game, they look well in gameplay, and you know what the revolver refers to the Diamond Back). Regarding criticism, considering that many of the creators of items have been in this area for years, their opinions and standards will be different, more critical and prone to tell you that "this is wrong, or this does not fit into the style" because there is a series of images, colors, textures, models, limits, etc., defined. Add to this that Facepunch has been, if I remember correctly, about 8 or 9 years creating items for the game, therefore, they are more direct and do not try to sweeten things, but when something looks promising, they will tell you with total honesty. That does not mean that you are criticizing you as a modeler, but that the product you do does not fit perfectly with the style of game. In addition, taking the case of Soldier Captain America, from what I understand, it was a situation of mere formality, in which a written confirmation must be delivered (or that says "I took the idea of X"), because many users are distrustful when someone arrives with an object without prior confirmation (or are prone to forget,). About Wesker, I do not know how the idea -> model system works, but it was a negative instance, you will find many more in which you can work, and make sure to make explicit that you will take the idea, so that others do not get it before.
In summary, despite your experiences, as a person you have gone ahead and you have self-taught and you have noticed that you can create models and transform ideas into 3D objects. The community at Facepunch is not looking to discredit you as a modeler, but instead seeks to help you model for TF2. A game with a style, palette of colors and predefined visual inspiration (obviously there are cases where this is disrespected, but most of the items follow a pattern). You should not take comments and criticism as something negative, but as an opinion that seeks the best for you, your work and the video game. You can chat with users and ask them what is wrong, or what they think needs to be changed and why you think that is not the case.
seria como de que bob parr no quizo a buddy de compañero y luego se volvio su enemigo
Is like when Mr Incredible neglected Buddy to then become Syndrome
Oye, sé lo que se siente cuando te dicen que todo lo que haces no sirve, pero mirate, a pesar de todo decidiste seguir intentándolo y has mejorado con el paso del tiempo. Si quieres diseñar para TF2, tendrás que asumir nuevos desafíos y terminarás con un objeto del que te sentirás orgulloso.
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Hey, I know how it feels when they told you everything you do is meaningless, but look at you, despite everything you still keep trying and you have improved with time. If you want to design for TF2, you will need to take on new challenges and you will end up with an object that you will be proud of.
id honestly be fine with you if you post improving one single item till its polished and pretty than just posting different thing different posts
it gives off that oh im done with this now to the next without checking if i can make it better vibe to people imo
esta cancion me representa y es solo para los que saben español
this song represents me and is spanish only
https://www.youtube.com/watch?v=wpQTcDVdiNk
ya cuando iba a tirar la toalla decidi que me valen las reglas y pongo lo que quiera
just as i was going to give up i decided to not give a crap about the rules
Ah yes, rules such as "don't work on other people's concepts without their knowledge or permission"
part one kingkiller
https://files.facepunch.com/forum/upload/198603/02667922-c8a1-48d6-bb5c-db2a01c3e167/image.png
12k tris is a lot.
that is the tris of the puckle gun plus the huo long heater that is unseen
You really should start "giving a crap", considering the really fishy stuff you've tried to pull off before.
Please focus on one of the items you are already working on. A lot of the users on here can't stress this enough.
That puckle gun is probably the best thing you made so far. Keep at it and you'll definitely improve.
I agree. This puckle gun your making is insanely high quality, I love it!