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Posts by PhilipK

  • STALKER: Clear Sky

    • PhilipK
    • June 16, 2008 at 6:16 PM
    Quote from D3ads

    Did you try blowing the thumbnail up? Everything looks clear to me.

    Yeah, what I'm saying is that I find it hard to focus my eyes anywhere at first. Which can also be pretty cool I guess when it comes to gameplay I would imagine it can be very hard to see the enemies sometimes so you'd have to be very careful. Dunno if the first Stalker played much like that sneaky camo-action?

  • STALKER: Clear Sky

    • PhilipK
    • June 15, 2008 at 10:47 PM

    Looking nice.

    The playground pic was cool but it's really hard to actually make most objects out, it really blurs into quite a mess, but I'm sure it's different when you actually play it Didn't even really play the first one, just tested it out for a short while.

  • Zero Gear - an indie multiplayer kart racing game

    • PhilipK
    • June 11, 2008 at 10:37 PM

    Looking like there would be quite some fun in that video

    Love the boxing glove

  • Sony cancels "Eight Days" and "The Getaway"

    • PhilipK
    • June 11, 2008 at 10:28 PM

    Really sucks. As the others said maybe something can be used for your portfolio.

    Sorry to hear anyway and I hope you won't have to face this kinda thing in the future

  • Happy Bday Thrik!!!

    • PhilipK
    • June 3, 2008 at 6:30 PM
    Quote from Punky

    Happy B-day!

  • Bionic Commando

    • PhilipK
    • June 3, 2008 at 4:41 PM

    There's a nice list of all games Capcom showed during Captivate here:

    http://www.neogaf.com/forum/showthread.php?t=306053

  • What have you purchased recently?

    • PhilipK
    • May 27, 2008 at 6:55 PM

    [Blocked Image: http://www.cambridgeaudio.com/assets/page_pictures/20080215_172950_540Dv2.jpg]

    [Blocked Image: http://images-eu.amazon.com/images/P/B0000C6JUS.08.LZZZZZZZ.jpg]

    [Blocked Image: http://www.lifelounge.com/resources/IMGDETAIL/NATHAN_F.jpg]

    [Blocked Image: http://1percent.files.wordpress.com/2007/07/darjeeling_final_71607.jpg]

    And lots of other movies.

  • post your pic extravaganza 2008!!!~

    • PhilipK
    • May 27, 2008 at 5:31 PM
    Quote from Thrik

    I know what you meant, I just wondered why you think not many people use it. I see people with stereo set-ups all the time, including myself. I'd take two high-quality speakers over five average-quality speakers any day. Assuming you have a fixed budget and have to choose either way, of course.

    Aye exactly.

    Also I use this more to listen to music on than watching movies too generally.

  • dod_palermo

    • PhilipK
    • May 26, 2008 at 7:47 PM

    I've been to Palermo!

    And as said before, very nice and well deserved with this map. Shame it took so long before it actually came out, but oh well

  • post your pic extravaganza 2008!!!~

    • PhilipK
    • May 26, 2008 at 7:44 PM

    Nice place klein

    Bought a new dvd today and I'm so happy with the stereo setup atm that I decided to share a pic with my extremely shitty cell-cam.

    [Blocked Image: http://www.philipk.net/other/stereo.jpg]

  • The random model thread!

    • PhilipK
    • May 23, 2008 at 2:50 PM

    Nice render there

    That is quite a hires texture. I like the material feel you got of the lock and the metal in general.

  • UT3 - DM-Cove

    • PhilipK
    • May 21, 2008 at 9:59 PM

    Interesting theme. Nice to see this kinda thing for UT.

    I like the skull rock could look very cool when unwrapped nicely

  • Gear Portal map pack V2

    • PhilipK
    • May 21, 2008 at 7:26 PM

    I tried it out the other day and I kinda liked it.

    Don't agree that the puzzles were too complex, however there were some bugs I discovered and one of them was really irritating meaning I couldn't finish one of the puzzles... I tried for over 20 min before redoing the whole room and this time it worked as it should have. It was one of the button controllable platforms that got stuck when it should have been folded into the wall again.

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • May 19, 2008 at 8:13 PM

    Err... going a bit offtopic here?

    And whats with the attitude(s)?

  • Crap artist can't get job, whines about it

    • PhilipK
    • May 19, 2008 at 7:29 PM

    Wicked. He used Zbrush on all of his props.

  • Tiling sculpted normal maps

    • PhilipK
    • May 18, 2008 at 10:07 PM

    Nice, seems to tile very well

  • Screen texture

    • PhilipK
    • May 18, 2008 at 8:54 AM

    I ususally combine print screens of shit I do and handpaint some stuff or even get some statistics images, they usually look sci-fish when combined with other stuff Then just use a lot of overlaying on a strong basecolor.

    Haven't really tried out any animated stuff for that yet but would be fun too. I'm also a big fan of the gui-screens in doom3.

  • Tiling sculpted normal maps

    • PhilipK
    • May 18, 2008 at 8:49 AM

    Hmm don't really have any tips on that other than try to continue the most visible details like large cracks on a rock or so.

    I also tend to use quite small and pretty sharp stamp brushes (like 70-80% sharpness) and then just try to work on just the seam and affect as little of the image as possible. Some people seem to like to copy a cross in the image with blured edges in the mask and then offset that to the seam but I've never been a fan of that technique as it often looks very smooth and faded and you miss the thing with continuing the important details over the seams.

  • Introduction to Normal Mapping - Video Tutorial

    • PhilipK
    • May 18, 2008 at 8:41 AM

    Yeah. You just always want the lowpoly to look as similar as possible to the highpoly and that should apply to the smoothing as well.

    Didn't really see that on the doom3 crates tho

    Overall I thought the content in d3 was very well done compared to most other games.

    Just took a look at UT3 some time ago and saw so many shitty smoothing errors... just big black triangles all over the place. You'd think they should be able to model properly with all those models and shit they use in the maps.

  • Introduction to Normal Mapping - Video Tutorial

    • PhilipK
    • May 17, 2008 at 12:31 PM

    Pretty nice and easy to understand I'd say. However I'm not a fan of how he used a totally smoothed lowpoly like that on the gas tank prop. When baking that the normal map will counteract the actual smoothing as you obviously want that thing to have hard faces. By having it smoothed like that makes him able to stitch the whole uv and save the little extra space having each hard face separated would. Still, especially when overlaying more stuff like that (and he also didn't greyscale the blue channel when overlaying messing that channel up but that's usually no biggie anymore), it might get some very ugly convex or concave shading ingame depending on the engine. I only tend to keep stuff smoothed like that on organic stuff.

    But whenever working with constructed hard faced stuff it's always better to also keep the lowpoly hard and split the uv shells OR even better keep the lowpoly smooth but have support edges around all edges that should be "hard" just like the highpoly but that's obviously also more expensive

    Was kinda hard to explain what I mean but I hope some of that made any sense...

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