Yeah a nice soft style both in design and colours.
GJ
Yeah a nice soft style both in design and colours.
GJ
What happened to the sprites ![]()
I'm actually impressed so far.
Hope it'll turn out better than the last few things in this series...
And cutscenes plz.
ah looks very neat ![]()
love the lighting and so.
GJ kleineh n IR~!
Those rocks are so fckn awesome both geometry and texture wise.
yeah definitely a glad surprice this one.
better than i thought it would be.
the second pic is awesome imo.
love the reflections.
hehe neat shots kfs ![]()
thats a damn cute baby ![]()
anyway i bought this yesterday ![]()
cant wait to see how it will be.
Actually i gotta agree somewhat with d3 here.
I wanted to like HL2 more than I actually did.
I don't know what it was. Perhaps the timing. Perhaps I just don't enjoy that kind of games so much anymore or perhaps it just wasn't that good imo ![]()
At least I think it was FAR from as good as HL1.
Ah really nice.
I like the textures even tho they might be a bit too much in the same brownish colour. I think it works well in this map anyhow so.
Only thing like someone else mentioned is that the spiderweb looks a bit too smudged.
Great job so far at least!
polaris dont worry about the colour i noticed i for some reason used a little yellowish light for most of the previous pics... so the color of them were not really what they really look like so to speak ![]()
thx csharp.
in that pic ive used diffuse, normal and specular maps and for the ones with screens also an illumination map.
woah thx ![]()
hoping to get it done sometime too. ![]()
omg!
i really want one of these too ![]()
As said before ked i dig the content on it much ![]()
Ah that is looking great nys.
Looks like you've improved a lot really.
I dig the colour and texture of it.
The bottom is also nice.
If anything it'd be cool to see some more detail variation in it. But I guess this one would tile very well instead tho ![]()
GJ anyway.
Here are a few more of the q4 set im doing (one panel is older and one bottom is cut in half and used over to show how u CAN use them as well with cutting
and yes I know q4 has those super fancy highres moving screens. But I'm making these old skewl
(mostly because I have no idea how I would go ahead and create one of those q4 displays
))
[Blocked Image: http://philipk.net/other/q4_pack5.jpg]
This really depends I'd say.
On company structure, engine used etc. etc.
Many companies split their leveldesigners into people who handles the design only and the art only. Might go further even and have artists who does the lighting in the maps as well.
And there are companies who still "let" the leveldesigner do a lot more like textures and such. But as everything is getting more advanced it's also more time consuming meaning it is quite necessary to split up the work more and get specialists in more parts.
It's hard really to tell you what to concentrate on.
But for leveldesign you should at least be prepared on this.
At least it's good to know for yourself what you enjoy most in leveldesign. The actual design or creating the art.
"Nothing Lasts... But Nothing Is Lost" album by Shpongle ![]()
not bad skjalg. actually really nice ![]()
but yeah seems a little highpoly for a bucket.
you could however continue that model and do a highpoly for normalmapping of it. then you would be able to actually model out those planks as well.
otherwise it might be an idea to at least skip the chamfer on the holes on the sides. Also I don't understand your smoothing groups totally. It looks very soft at the edges. Perhaps you wanted to achieve that effect? Otherwise I think it would look good if you would put the top and chamfered edges in separate smoothing groups and the sides in separate.
In either case it would need some lods ![]()
would like to see some ingame screens from that later.