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  3. PhilipK

Posts by PhilipK

  • totally random texture thread

    • PhilipK
    • May 11, 2006 at 12:26 PM

    Yeah a nice soft style both in design and colours.

    GJ

  • Command & Conquer 3: Tiberium Wars

    • PhilipK
    • May 10, 2006 at 6:09 PM

    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.

  • E3 COVERAGE - RAINBOW SIX: VEGAS [media inside]

    • PhilipK
    • May 10, 2006 at 8:55 AM

    ah looks very neat

    love the lighting and so.

    GJ kleineh n IR~!

  • Quake 4 Map Pack work

    • PhilipK
    • May 9, 2006 at 1:58 PM

    Those rocks are so fckn awesome both geometry and texture wise.

  • MI3

    • PhilipK
    • May 9, 2006 at 12:18 AM

    yeah definitely a glad surprice this one.

    better than i thought it would be.

  • architecture :D!!

    • PhilipK
    • May 8, 2006 at 9:37 PM

    the second pic is awesome imo.

    love the reflections.

  • Baby + wife's new car!

    • PhilipK
    • May 8, 2006 at 9:37 PM

    hehe neat shots kfs

    thats a damn cute baby

  • HL2: Episode 1

    • PhilipK
    • May 5, 2006 at 5:12 PM

    anyway i bought this yesterday

    cant wait to see how it will be.

  • HL2: Episode 1

    • PhilipK
    • May 4, 2006 at 7:13 PM

    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.

  • hdn_resident | 100% custom | still wip

    • PhilipK
    • May 4, 2006 at 10:50 AM

    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!

  • totally random texture thread

    • PhilipK
    • May 4, 2006 at 10:46 AM

    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

  • totally random texture thread

    • PhilipK
    • May 4, 2006 at 1:27 AM

    thx csharp.

    in that pic ive used diffuse, normal and specular maps and for the ones with screens also an illumination map.

  • totally random texture thread

    • PhilipK
    • May 3, 2006 at 11:16 PM

    woah thx

    hoping to get it done sometime too.

  • Post here and i will DRAW you an avatar !!!

    • PhilipK
    • May 3, 2006 at 10:44 PM

    omg!

    i really want one of these too

  • Portfolio Updated

    • PhilipK
    • May 3, 2006 at 7:49 PM

    As said before ked i dig the content on it much

  • totally random texture thread

    • PhilipK
    • May 3, 2006 at 7:47 PM

    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]

  • What does the industry expect of level designers?

    • PhilipK
    • May 2, 2006 at 8:41 AM

    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.

  • what are you currently listening to?

    • PhilipK
    • April 30, 2006 at 2:51 PM

    "Nothing Lasts... But Nothing Is Lost" album by Shpongle

  • The random model thread!

    • PhilipK
    • April 30, 2006 at 2:08 PM

    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

  • WIP in WIP, post your level screenshots!

    • PhilipK
    • April 29, 2006 at 9:45 PM

    would like to see some ingame screens from that later.

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