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latin american shanty

  • zaphod
  • January 27, 2007 at 4:04 AM
  • sk3tch
    • January 28, 2007 at 2:03 PM
    • #21

    That my friend...Is very good.

  • st0lve
    • January 28, 2007 at 4:26 PM
    • #22

    Is there an inside aswell? I feel like I can see in where that wall is broken.

    Did you model it all then UV map it? If so, you should have UV mapped the things as you go, would make the whole process MUCH faster, and you don't get any sloppy maps. (when you have modelled a piece, move it out of the UV space and start on a new one)

    Art test? For what company?

  • zaphod
    • January 28, 2007 at 6:14 PM
    • #23

    there is only the hint of an inside where the wall is broken on the corner. Yea I modeled it all first and then mapped it, but I don't think it was any slower because I always keep tweaking it as I go so I would have had to re-map thing constantly anyway. Dosen't really matter what company it was for cause I didn't get the job

  • st0lve
    • January 28, 2007 at 8:18 PM
    • #24

    Then you could have kept them as separate objects, that would also work. Also, if you alter a thing (while keeping it as 1 object) would only make you remap the thing you changed. But I guess it's more of a personal choice

    Too bad you didn't get the job

  • Spellbinder
    • January 29, 2007 at 1:02 AM
    • #25

    Ha! Thats so cool Zaphod! One day i will be as good as you :þ~ Uhrm i hope :/

  • OL
    • January 31, 2007 at 5:07 AM
    • #26

    Blatant racism

  • Meotwister
    • February 1, 2007 at 10:42 AM
    • #27
    Quote from OL

    Blatant racism

    I can't see any other reason

    awesome work on uving and awesome texture. good job.

  • Cyborgguineapig
    • February 4, 2007 at 12:58 AM
    • #28

    Hello zaphod, I didn't get the job for this company either [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif] I think the test was intentionally difficult by not providing a whole lot of details. In my opinion I think its a little unfair for them to weed out perfectly qualified artists by hoping someone will just get the thing exactly how they wish and meeting all of their expectations when they have provided very little information in the first place.

    As for my test, I approached it differently by using face mapping. Though When I got to the AO map I was SOL because for one there are hundreds of little pieces in the environment and automatic unwrapping a 1024 AO map looks like sh**. Using one 1024 texture space for an entire building in the first place is ridiculous but again it was probably intended to make the test hard.

    Secondly, using face mapping makes it nearly impossible to bake shadows permanently into your diffuse because when face mapping your UV's for different elements are all over the place or overlapping and who knows, you may NOT want that shadow in some places where you use that brick texture. But I heard the company uses face mapping extensively so

    I ended up not submitting an AO map at all because I'm not a believer in half assing something I don't get and its probably one of the reasons I failed the test. Oh well. Some of the links you posted up are very helpful though and I am still a little sketchy when it comes to AO maps. The process, how and when its used properly, whether to use a separate UV channel, typical texture res for a building because 1024 seems unreasonable and most environment work consists of individual props with separate UV maps placed into environments, not 1024 for the all the environment including props.

    Good luck continuing your job search.

  • zaphod
    • February 4, 2007 at 4:02 AM
    • #29

    thanks. I think I actually did pretty well on the test, when I went in to interview some of the level guys I met with mentioned they had liked it. I'm still not sure why I didn't end up with the job, it seemed like a good match to me. Seemed like a pretty cool place generally and I have a buddy there, so I hope they find the people they need.

  • st0lve
    • February 4, 2007 at 2:54 PM
    • #30

    Maybe they didn't want new artists, they just wanted you guys to work hard and fail?

    Another question that I forgot to ask, did you have to make the UV map without any overlapping? Or was it just your choice? And can you show your test Cybrog?

  • Rick_D
    • February 4, 2007 at 4:17 PM
    • #31

    I think it was due to that shadow map thing.

  • SnipaMasta
    • February 4, 2007 at 5:05 PM
    • #32

    If it was they're being stupidly picky, because so many artists use it now - I mean, practically any object you see in Valve's games uses AO maps.

    What company was it for though?

  • st0lve
    • February 4, 2007 at 6:32 PM
    • #33
    Quote from Rick_D

    I think it was due to that shadow map thing.

    What I ment was "did you have to use that shadow thing?", or would it have been better with a "normal" map which has some overlaps etc.And if that shadow thing is same a render to texture (with a skylight ++) in 3ds max, you can have overlapping, but you might have to photoshop the light map some.

  • zaphod
    • February 4, 2007 at 6:45 PM
    • #34

    it was for concrete games.

    I wasn't instructed not to overlap, but thats the way I did it because I figured it was neccesary for the ambient occlusion map to be the most accurate. Otherwise why have the map separate, you could just bake it into the diffuse.

  • KungFuSquirrel
    • February 4, 2007 at 8:04 PM
    • #35

    join us

  • Dennispls
    • March 8, 2007 at 2:19 PM
    • #36

    Maybe it would have been better to overlap some areas on the uv map and scale them up for more detail

    I can see you did three wall variations at the bottom of the map that werent needed.

    Also the pavement couldve been put on a shared space.

    The AO could have been rendered anyway you just had to move away the overlapping uvs

    other than that i think it looks alright but the normalmap doesnt really do it much justice.

    Shame you didnt get the job

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