Smooth stuff! I like it
Grats too
Posts by PhilipK
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woh, remember him a bit from the IRC times. Sad news, RIP
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This is damn awesome Simon

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Damn that turned out great Magnar! The only little critique I have is that at a quick glimpse the industrial and sewer versions look pretty similar due to the lighting. What if your yellows in the industrial were aimed a bit more towards a slightly bluer daytime color (from the big windows) or more of a red sunset? Maybe you could even have those cast down some light that hits the floors (and creates some nice pillar shadows)?
Otherwise kickass! (maybe some railings along the office stairs and that'd be gold
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Don't have any keys... As far as I know anyhow

Forgot to sign up before.
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Looks great Magnar! Clear lighting
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It's a really awesome scene Steppen! Looks like it was a ton of fun to make it as well

Great job on this.
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Awesome!! I've been using this so much when modeling in max. Looking forward to see this one
Hope it's gonna support vertex colors with a checkbox 
Edit: I now saw that there is a vertex color strength slider there

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cool stuff Henning! Definitely nice to see some stuff from you again

My favs are the tower in the first couple of pictures and the temple thing on picture 11-12.
You did a really good job with what I can assume was pretty limited poly wise. The textures are great!
Sounds like a great workflow for this too. I must say I haven't really baked out a normal completely in quite a while now because I find it to be a complete waste of time a lot of times for env. work.
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damn! this will be awesome
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Well, you probably will learn super much so.
It's really crucial that you have the right mindset when taking feedback, especially in the beginning. Just try to listen to what people with a lot of experience say, quite often they tend to be right. But still filter out stuff... Don't do stuff that you really feel strongly is not right at all if you have a better way of doing it.
It can be really tough getting your stuff bashed for being unoptimized/ugly/both, but what separates a good artist (or someone wanting to be good) from a shit is the ability to learn and listen instead of behaving like a kid with ownership issues. So you will do fine if you just hang in, question stuff you feel is directly wrong and try to learn stuff you never thought about before.
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Awesome!!! Congrats and good luck

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looks awesome!! cant wait for it

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nice stuff! looking forward to see the LP
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Quote from Vilham
what engine is that philip? Sand is displacement or brush? Coz it looks awesome, the only crit is you can just about see the seam at the bottom of the slope and between where the angles change.
Thanks! It's made with the BitSquid tech. I see what you mean, it's actually a couple of stupid "help lines" in the diffuse... Forgot to remove those. Should be all smooth down to the middle part. I just painted a heightmap in PS using 16bit color depth (important). Then made a normal map and diffuse from that, I made a ground plane where I scewed and kind of randomly rotated the uv a bit to get rid of as much repetition as possible, I then displaced it on a very tessalted terrain and then optimized that mesh down to about 5000 tris for about a 100x100m big area, that you see ingame. There's a big backdrop/vista model there as well using the same technique landing on about 5k tris too, but this one is something like 1.5km instead. The ground and vista doesn't blend now tho... But the techniques could be a applied to a way bigger scale as a seamless vast desert that looks sharp both closeup and still has big dunes from afar, but for that you'd probably want 2 layers of base texture (one tiling over very large areas and one more closely like this).
Kaz: I'd dim those white lights a bit and giving them a very faint yellowish/orange tint to complement the teal lights you've got there. Right now I think they wash out the hallway a bit. But it is already a bit dark so you might wanna up the strength on the green lights a bit then.
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good question.. I'm not sure myself yet hah, I like to have sand dunes, but I still wanna have quite a lot of rocks in there... Maybe something like this, but with less rocks tho:
http://images.nationalgeographic.com/wp ... 90x742.jpg
I'll see how I can solve that. Right now it's just a texture tiling on a pretty big scale with a detail map, so I'm not sure it could handle too much of that type of rocks and stuff in the texture.. Maybe something.
And the "windmill" is more jet engine thingies, not really supposed to be that big. But the foundation of the dish, absolutely. make a lot of sense, I'll make something for that, thanks
!