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  3. PhilipK

Posts by PhilipK

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • June 29, 2010 at 10:39 AM

    Oh Marcos Nice to see you mapping again!

    Looks cool, as you mentioned the lighting...

    I think you may have too many light sources going on making it unnecessarily cluttered. Also it seems they emit a whole lot of light being so small.

    I think you may want to go with choosing one main light source and make that strong (maybe those two spots in the ceiling, could be big and strong enough to bounce light all around the room?) then you could still have all those other lights but with a lot less intensity. Just my thoughts

  • Tutorial time: Modular sets

    • PhilipK
    • June 28, 2010 at 9:40 PM

    damn thanks guys nice find pogo btw. Glad to see it was of interest for some of you

    As I said on PCount, next up should be a rock/nature modular one and possibly an all photoshop brick/cobble one where I go through some effects really easy to achieve with photoshop only when it comes to those kind of materials without any sculpting/modelling necessary (tho you can mix that result with some sculpting as well).

  • [UDK] Oil Field

    • PhilipK
    • June 28, 2010 at 8:01 AM

    It looks amazing in motion! Great atmosphere and I love the sounds, especially from the electric wires

  • Tutorial time: Modular sets

    • PhilipK
    • June 27, 2010 at 9:58 PM

    Thanks a lot guys, Very appreciated that it can be of any use

    I'm gonna finish this up asap and hopefully move on to another one... Got a question on pcount to do a rock/nature tutorial (also modular units) and I thought that might be something even tho much of the steps are the same there are some things I found easier to do in a slightly other order and some other things when it comes to texturing, clipping and capping your models when you're working with nature or very destroyed building stuff.

    Good idea Mino, I'll try and dig em out.

  • Tutorial time: Modular sets

    • PhilipK
    • June 27, 2010 at 5:05 PM

    Hi there I put together a tutorial about working with modular sets of units.

    I plan to add some more ideas and techniques I've come across working with modular pieces before. To make sure it won't get too long I plan to break it up in two versions as well.. One more step by step tutorial only going in on basics. And one with a lot of text going more indepth on things.

    The idea is to have a tutorial that is pretty general and not so "step by step" howto build a specific set.

    Anyway, you can see the "first draft" here:

    http://www.philipk.net/tutorials/modula ... _sets.html

  • The random model thread!

    • PhilipK
    • June 23, 2010 at 8:13 AM

    Nice stuff Pogo

    I think you could in general go a bit smoother with the edges tho, just a little bit more. This to ensure yourself it'll actually get baked down to something at least 1px wide in the normal (if you plan to take this to a lowpoly later).

  • Art Test at Naughty Dog...what!

    • PhilipK
    • June 22, 2010 at 8:17 AM

    I think it depends a lot on the company policy, but getting sent an art test assignment, I'd see as an initial step of interest anyway. Good luck indeed !

  • What have you purchased recently?

    • PhilipK
    • June 20, 2010 at 9:58 AM
    Quote from Pericolos0

    [Blocked Image: http://www.skratchworx.com/namm2010/kopro_top.jpg]gonna spend hours making shitty minimal techno that nobody likes!!! its gonna own!!!!

    Oh! I'll like

  • [Portal] Conundrum

    • PhilipK
    • June 11, 2010 at 6:33 AM

    Nice, always up for some new portal stuff

    Will try and check this one out.

    Images

    • conundrum_01.webp
      • 91.76 kB
      • 1,680 × 1,050
    • conundrum_02.webp
      • 122.76 kB
      • 1,680 × 1,050
    • conundrum_03.webp
      • 85.55 kB
      • 1,680 × 1,050
    • conundrum_04.webp
      • 98.99 kB
      • 1,680 × 1,050
    • conundrum_05.webp
      • 85.72 kB
      • 1,680 × 1,050
    • conundrum_06.webp
      • 39.07 kB
      • 1,680 × 1,050
  • WIP in WIP, post your level screenshots!

    • PhilipK
    • June 9, 2010 at 10:33 AM

    nice stuff mino! cant wait to see where you'll take this

  • Your thought about a good level editor

    • PhilipK
    • June 8, 2010 at 12:55 PM

    Ah thanks Hourences. Hopefully one day then

  • Your thought about a good level editor

    • PhilipK
    • June 8, 2010 at 11:36 AM

    Yes, good grid and rotation snap is really important. I really miss the grin-editor snap and align system for units. I haven't found a similar system in Unreal so far sadly

    What I look for is being able to align stuff perfectly according to a placed objects rotation and position, and the ability to place dummies in the object to which other objects can use as a snap-target. This is really useful when working with various curved objects.

    Anyone know if you can do this in ued?

  • References Thread

    • PhilipK
    • June 8, 2010 at 10:26 AM

    http://www.archdaily.com

    Lot's of sweet clean stuff

  • What have you purchased recently?

    • PhilipK
    • June 2, 2010 at 12:33 PM

    God damn that's nice bram

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • May 28, 2010 at 3:41 PM

    Yeah I do that alot as well. Just zoom in enough and you'll be fine

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • May 26, 2010 at 7:18 AM

    nice stuff mino, I like the bulky shapes and clean materials.

  • [L4D] I hate moutains - Video Trailer

    • PhilipK
    • May 25, 2010 at 2:31 PM

    Looks really solid and draws my mind to alan wake a lot from those screens Good stuff.

  • Luuk Waarbroek - Level Designer

    • PhilipK
    • May 25, 2010 at 2:25 PM

    Agreed with CJ about presenting your work at the index page instead. I'm not a big fan of having news/blog stuff at the same page as your portfolio stuff, or not having news sections on the same actual page as your screenshots. But that's just personal taste. You've got some nice stuff there judging from the screens and it's always nice to have some videos of your work.

    I think the things I would have changed is to scale down everything that isn't directly related to your actual work or resumé. Maybe put the Bio, resumé and conact section all on one page could work?

    Otherwise, clean and nice layout and nice work pieces.

  • What have you purchased recently?

    • PhilipK
    • May 15, 2010 at 8:36 AM

    [Blocked Image: http://www.xbox360achievements.org/images/achievements/476/cover.jpg]

    [Blocked Image: http://www.threespeech.com/blog/wp-content/uploads/2008/06/LittleBigPlanet_PEGI_WM0001.jpg]

    [Blocked Image: http://www.breakitdownblog.com/wp-content/uploads/2007/12/uncharted_box_art.jpg]

    [Blocked Image: http://cluelessbisexual.files.wordpress.com/2009/12/god-of-war-collection-box-full.jpg]

    [Blocked Image: http://www.spelbutiken.se/catalog/images/boxshots/54398-forside.jpg]

    Oh btw... Uncharted 2 =

    Don't think I've been this blown away with a game since HL1

  • Hammer update!

    • PhilipK
    • May 2, 2010 at 6:59 PM
    Quote from KungFuSquirrel

    Hey guys,For those of you still poking in Hammer, there's a new Source SDK/Hammer update that adds some neat stuff. .vmf instancing a la L4D2, manifest/layer support, some show/hide stuff, and some updates to the displacement tool (a new "sculpt" tool). May be some other stuff, since I can't find a proper changelist anywhere... just trying to get what I can from a former Raven colleague out at Valve.

    If I find a proper changelist, I'll post it here - I encourage you guys to do the same

    Seems like some cool updates

    The instancing should be great. I'm also interested in seeing that new "sculpt" tool

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