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  3. Minos

Posts by Minos

  • shadow of the colossus + ico

    • Minos
    • September 18, 2010 at 2:45 PM

    Trying to find that awesome white paper with all the lil tricks the SotC team came up with on the PS2...

    Found it. This is a must read for all game artists. I think it's pretty well known now but maybe some people here have not seen it yet: http://www.bruno-urbain.com/resources/m ... f_sotc.pdf

  • My band's new single is "Caved In" is out

    • Minos
    • September 17, 2010 at 7:24 PM

    Nice!! That's much better than the last one

    You are gonna be huge one day m8...

  • What have you purchased recently?

    • Minos
    • September 17, 2010 at 2:24 PM
    Quote from n8braker

    [Blocked Image: http://www.thatvideogameblog.com/wp-content/uploads/2009/05/left_4_dead-2.jpeg]

    great game m8

    too bad the versus campaigns aren't as epic as the first one's

  • shadow of the colossus + ico

    • Minos
    • September 15, 2010 at 2:42 PM

    Now that's finally a reason to buy a PS3. I never got around to finishing Shadow of the Colossus but it had one of the best environment art in PS2 games!

    @HP: 60£ for a used copy? WTF? You can get a new one for 18 USD...

  • Post Your Pic Extravaganza 2010

    • Minos
    • September 14, 2010 at 2:14 PM
    Quote from Steppenwolf

    Peris and Zacker on one photo. That's a classic. Did Bram tell you that he always wanted to give you a call when he was drunk. It was one of the running gags at Grincore for some reason.

    lol i remember peris (or was it evert? cant remember) talking about that

  • Off Limits!

    • Minos
    • September 12, 2010 at 4:36 PM

    Kickass stuff man! I can't wait to actually see those two maps ingame.

    I just saw this blog post of yours: http://www.wesleytack.com/?p=1123 And I can't agree more! Environment artists these days focus so much on making tiny lil bricks look good on zbrush that they forget to look at their environment as a whole, turning their levels into a huge mess both visually and performance-wise. It's so easier and faster to build big environments out of small but versatile material libraries!

  • Captain America: The first avenger

    • Minos
    • September 9, 2010 at 11:16 PM

    wtf is that?

  • Company of Heroes lead designer killed saving his wife&baby

    • Minos
    • September 7, 2010 at 4:15 PM

    Can't wait for the day when cars will be powered by electricity and have a speed limit of 60 km/h or something...

    RIP

  • Sci-fi apartment complex (WIP UDK Environment)

    • Minos
    • September 7, 2010 at 5:24 AM
    Quote from m8nkey

    Looks awesome Mino. Do you intend to release a map or the assets as a pack? It would be a shame not to see them used ingame.

    I dunno, I fear people would use my stuff without crediting me. Happened to me in the past and I didn't like it

  • [TF2] 3Dnj's artpass contest thread

    • Minos
    • September 5, 2010 at 6:48 PM
    Quote from 3Dnj

    Thanks, mino, i'll try some lighting changes asap. For the fog, there is no fog on the map, only on the skybox, because I had some trouble to match both correctly.

    Try to set its initial position near the camera and the end position really far away, so the player never sees where the fog ends. Or you can set a lower global alpha value for the fog (0.7 or so). I think Source has that option

  • Need book suggestions

    • Minos
    • September 5, 2010 at 6:46 PM

    Not quite what you are looking for but I've been meaning to purchase this book for ages: http://www.amazon.com/Carrying-Fire-Ast ... 691&sr=8-5

  • [TF2] 3Dnj's artpass contest thread

    • Minos
    • September 4, 2010 at 7:27 PM

    Very nice! The interiors look pretty good.

    My only complaint is that the level feels rather oppressive and scary. I don't think this kind of feeling is desirable in a TF2 map and maps like this (sawmill, doublecross) are often skipped by less experienced players.

    Some other points I'd change:

    - Light sources (on the exteriors) need to be stronger, in a way to help players navigate through the map.

    - Since the map is so gray and dark your lights could be more saturated. That would create interesting contrasts and make areas lit by these lights more comfortable.

    - Since you are going for a darker atmosphere you could try to have strong angled spot lights showing the player where to go. Valve does that a lot in HL2 maps. Example: Notice how this entire room is lit by only one strong light source.

    - You could try to move the fog nearer the camera, to create interesting variations between foreground and background.

    Hope it helps and good luck!

  • Duke Nukem Forever

    • Minos
    • September 3, 2010 at 6:15 PM

    [Blocked Image: http://i47.photobucket.com/albums/f184/shweetsk8er/popcornj.gif]

  • Project Sword/Epic Citadel

    • Minos
    • September 2, 2010 at 6:12 PM

    Yarr just tried it on Ubi's iPad and damn, it rules

  • Project Sword/Epic Citadel

    • Minos
    • September 1, 2010 at 9:04 PM

    Looks great technically wise but those environments look sooo generic... it's probably just another glorified tech demo by Epic.

  • Sci-fi apartment complex (WIP UDK Environment)

    • Minos
    • September 1, 2010 at 2:43 PM

    Thanks everyone!

    I'll do a final iteration before wrapping this up so please let me know what bothers you =)

    Things I'll change:

    - Adverts

    - Make the text look back lit

    - Add a simple backdrop

    - Try to get a few unique elements here and there

    - Tone down the lighting on the big room just a little bit (looks a bit overbright in some places)

    Quote from seir

    Posted:http://level-design.org/?p=330

    Cool!

  • Sci-fi apartment complex (WIP UDK Environment)

    • Minos
    • August 31, 2010 at 1:43 AM

    Thanks everyone

    Quote from Steppenwolf

    Looks awesome Minos! A few small things you could improve for your portfolio shots tho:In the first pic:

    - have some sort of futuristic skyline in the background to add more depth

    - reduce the brightness outside, right now it looks as if all the inside light sources arn't really necessary since the sun is still shining outside

    - use a different texture for each of the ads

    - the white font signs look super bright yet they don't seem to emmit any light to the surrounding.

    Nice points! I'll definitely improve the ads.

    Some people on polycount requested hi res pics, here they are:

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip14.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip15.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip16.jpg]

    [Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip17.jpg]

  • Sci-fi apartment complex (WIP UDK Environment)

    • Minos
    • August 30, 2010 at 3:34 PM

    pre-final screens. I really need to move on to another projects, getting kind of burned out on this one!

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_01.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_04.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_05.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_06.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_07.jpg]

    Modular pieces:

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_08.jpg]

    Texture maps:

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_09.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_10.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_11.jpg]

    [Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_12.jpg]

  • What have you purchased recently?

    • Minos
    • August 30, 2010 at 12:59 AM

    haterz gonna hate:

    [Blocked Image: http://www.geeky-gadgets.com/wp-content/uploads/2009/06/black-nintendo-wii_11.jpg]

    [Blocked Image: http://lh4.googleusercontent.com/SQqTkhEst47I7U06e4gYC9Vv8KBRkum99_ePz9MxtI7_B8OQWMICrpjZ9ztKHj-3qMk3c8La6QP8yTBsWo9lA7aS94Xiq3Mli3HtyKxStOeqSlZ9X-NxtsILAs7bHUX1NljhnVKgVBBOXiFqWJ53dNEpKSZvh8eI7msO6lq9Bk795FKyTOc]

    [Blocked Image: http://www.toy-tma.com/wp-content/uploads/2009/07/madworld-cover.jpg]

    having so much fun with madworld, everyone should play it =)

  • Jante Law - Scandinavian Communities

    • Minos
    • August 28, 2010 at 3:07 AM
    Quote from Henrik Alfredsson

    The Jante Law is both good and bad, in my opinion. You could say that the older generation (like my grandparents), act according to it more often than the younger ones do, but it's still there. The younger generation are more individualistic than the one previously, but are generally still rather humble about their successes (I'd like to think).In the group of friends I consider to be my main posse, there are both rather poor (like me, unemployed ) and proper rich. The difference might be that they have an apartment downtown, or take the boat out sometimes. But that doesn't bother me in the least, that's their life and I have mine. We are still very good friends and they both look and speak the same way I do so you couldnt spot the rich kids from the poor at a glance. Maybe I live in the sweet-spot, but its a way of life I like. Of course, there are those who really pimp their self out to show their wealth, but I reckon the "gap" is narrower than in for example USA (has much to do with the political system as well, we're almost commies compared to you )

    The kind of music is more important for a kid these days than the money you make or the success you have in life...

    The bad thing about the Jante law is that building a successful company could be frown upon by certain people, and I think that is very sad. Sweden need new businesses to function and we got the knowledge to do some rather amazing things, just get to it already!

    hehe if the whole world was like that life would be much easier

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