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  3. PhilipK

Posts by PhilipK

  • Mark Edwards - Level Designer

    • PhilipK
    • August 27, 2009 at 11:17 PM
    Quote from sock

    It feels far too bright and the images are not connected to the page in anyway. You need some borders, a background, an image friendly colour scheme so you can place different screenshot styles on the same page. Also talk about yourself in some way, thoughts, musings, ideas, sketches, tell us why you created certain levels, why did creating them, what happening during, any problems, things you fixed, etc

    I disagree, I really like that it's this super simple. White background can be a bit bad with pictures of course, but since you have that popupscript which also darkens the background I don't see a problem with it

    I'm not sure why you have just 3 screenshots of each level under the big picture, when you press the picture you come to a screenshot page of that map with more screens... I would probably just have the big screen of each level on the front page then and then keep the screens pages you get to as they are now. Would probably look even cleaner and nicer imo then

    Workwise it's some really good stuff in there

  • MapCore Job Census

    • PhilipK
    • August 27, 2009 at 3:49 PM

    Wow that's a shame about Raven

    Thx ppl tho

  • Black Friday

    • PhilipK
    • August 26, 2009 at 7:51 PM

    Looks fantastic!!

    Some shots look really moody. I can't really think of much to say about it other than that I really dig it !

    Good job sir!

    (You should fix so the images show up right away in the forum tho )

  • MapCore Job Census

    • PhilipK
    • August 25, 2009 at 2:10 PM

    Me 3, as an environment artist, I start in October tho

    Currently I'm on Unknown Worlds.

  • Simon Barsky - Environment Artist

    • PhilipK
    • August 21, 2009 at 10:31 AM

    Awesome Simon, can't remember seeing the desert part looking like that Must have been while I was on vacation!

  • dm_grale (updated on 15-08-09)

    • PhilipK
    • August 15, 2009 at 10:02 PM

    Woah, that looks a lot better lighting wise now and I really dig the new rocks!

    As you said with a better suiting sky this will be very nice probably. Thanks for the nice words as well

    It's nice you're working with textures yourself as well, and it does show as well !

  • Philip Klevestav - Environment Artist

    • PhilipK
    • August 13, 2009 at 6:00 PM
    Quote from Mazy

    Ah yeh.. there is a good reason for that :embarassed: I was only credited as an additional artist and pretty much all (of the very few things I did) didn't make it to the final game anyhow.. So I figured I didn't want to show it off in my portfolio as that would be kind of strange. I'm also credited in Wanted and Terminator but as I didn't do much in either I didn't care to put any of that up.

    Ahh, fair nuff, its not really like you need to show that you've shipped titles anyway, plenty of stuff to back that up already.

    Then again on my portfolio I'm crediting myself as having worked on the retail version of Day of Defeat (since I'm apparently in the manual's credits), even though I have no idea what I did

    Hehe Inspiration maybe

    I added all games I'm credited in to my resumé-page now tho. Even tho I did minor parts in some of them.

  • Magnar Jenssen - Level Designer

    • PhilipK
    • August 13, 2009 at 5:59 PM

    As said before, really nice

    Just noticed one minor thing... On the BC screens page the Port Andersson map says FSA Avenue when clicking on the images

  • Philip Klevestav - Environment Artist

    • PhilipK
    • August 13, 2009 at 11:17 AM

    Thanks all !

    Quote from Mazy

    Why didn't you put Bionic Commando: Rearmed on your portfolio, rather than only on the resumê? I'm just saying it since its probably the Grin game that has gotten the best reception AFAIK, I'd say that counts for something.Oh and I don't need to say anything, Blaz knows he rocks!

    Ah yeh.. there is a good reason for that :embarassed: I was only credited as an additional artist and pretty much all (of the very few things I did) didn't make it to the final game anyhow.. So I figured I didn't want to show it off in my portfolio as that would be kind of strange. I'm also credited in Wanted and Terminator but as I didn't do much in either I didn't care to put any of that up.

    Quote from 2d-chris

    Blazz,come and work on Crysis 2 with me Hp, Narby & ToFu I dread to think what awesome stuff you could do with our tech.

    heh, working with that engine would be really cool Crytek should open a Stockholm studio

  • Robert Hodri - Level Designer

    • PhilipK
    • August 13, 2009 at 11:14 AM

    You got some really awesome stuff in there! I'm sure you're gonna be snapped up quickly!

  • Philip Klevestav - Environment Artist

    • PhilipK
    • August 12, 2009 at 7:34 PM

    Thanks a lot guys! It's really nice to hear such nice words from you

    Quote from Minotauro

    A small tip (this one goes for other grinners as well): Don't forget to add your name/url/email to all your jpgs. Some people (like me) have the habit of saving JPGs for reference/inspiration purposes and I guess most employers do that as well. The problem is that sometimes I'm browsing my reference folder, find something cool and can't remember where I got it from.

    That's something I've never even thought about, but you're absolutely right, thats a great tip. I'll see what I can do about that

    Thanks!

  • Simon Barsky - Environment Artist

    • PhilipK
    • August 12, 2009 at 3:48 PM

    super solid portfolio simon!

  • Philip Klevestav - Environment Artist

    • PhilipK
    • August 12, 2009 at 3:22 PM

    Hello, here's my portfolio:

    http://www.philipk.net

    I just finished updating my site with what I did on Bionic Commando and I saw this new section!

    I'd like to just get it up for any critique, I'll try and add some more stuff in a few other sections as well soon.

    Thanks,

  • TF2 "Classless" update!

    • PhilipK
    • August 12, 2009 at 8:41 AM

    Awesome! Nice presentation there Magnar

  • MapCore Job Census

    • PhilipK
    • August 11, 2009 at 3:23 PM

    Thx for the support people!

    It's been a rough couple of days for sure.

    As Dux said I'll hopefully join UW for real soon if things work out the way I hope.

    I'm sure any help here is very appreciated by everyone from Grin here!

  • cs_number13_final

    • PhilipK
    • July 30, 2009 at 12:49 PM

    Some shots look really nice!

    I'm not sure what it is but it seems like there is some major differences in the texture's contrast which makes some places look quite odd.

    Maybe a lot of the custom textures have large parts where they are completely black or maybe it's mostly due to the lighting?

    It seems like you have a lot of problems with models being lit weirdly. Maybe you could use some info_lighting entities and use those as sample points?

    Otherwise if you work with Orangebox you could compile with -StaticPropLighting and in VRAD to get some nice vertex based lighting on your models (usually works incredible well when I've tried). I'm not even sure if it's new for Orangebox or if it was availible earlier tho.

  • R.I.P MJ!

    • PhilipK
    • June 26, 2009 at 7:15 AM

  • totally random texture thread

    • PhilipK
    • June 24, 2009 at 11:42 PM
    Quote from keres

    yeah, i know, but it just seems kind of weird to me... idk. I'm just used to making textures for source and q3 engines.

    It probably contains a glossiness map in one of the channels and the specular in another. Seeing as that texture has both metal and stone in it, a glossiness texture would help make each material type stand out more.

    It's a cool texture btw pomperi, liking the style

  • ZeniMax Media (Bethesda) Acquires id Software (PR)

    • PhilipK
    • June 24, 2009 at 11:35 PM

    Woah, that was really unexpected

    Dunno what to make of this, hopefully it won't change what id does. Because they do it damn well

  • ins_karam

    • PhilipK
    • June 23, 2009 at 10:50 PM

    Nice stuff! I think the map looks very well put together. And just looking at the screens I can imagine it'd be a blast to play with all that open space

    I really like how the skybox and lighting completes the whole feel of the level.

    Good job

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