Posts by Minos
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Kickass apartment Kokoz. I'd crash in there any time!
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Quote from Steppenwolf
I always mitter my stuff when i work in bsp. Probably not as important anymore today since most PC's are powerfull enough to run even a messy map in source in highest details and fluid framerates. But it used to be very important in the past. Without mittering 2 triangles more get rendered per corner and if the wall is a static brush it creates a new tiny vis leaf. Now if you have a couple more such tiny vis leafs they will cut each other overproportianaly the more you have and you have very easily a mess of hundrets or thousands of vis leafs where only a couple dozen would be appropiate. This mess has a very negative effect on the vis compile time (what should take 2-3 minutes takes hours) and it also has a bad effect on the performance ingame.edit:
Found this old pic in my archive:
[Blocked Image: http://i36.tinypic.com/9k13js.jpg]
Pretty much shows what i mean with tiny vis leafs cutting each other and creating a mess. On the button my map after proper mitering, func_detailing and vis optimizing.
Not sure if that's a good example to show what you mean since it's a very old version of Abdallah with almost no brushes converted to func_detail and no hint brushes at all.
I personally never cared about mitering corners. The small performance gain (if it even exists) is not really worth the extra time put on it.
Fun fact: Steppenwolf was actually the guy who taught me how to properly use hint brushes back in the good ol' INS days

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Quote from Satyre
Hey minotauro, well done on the last one! You probably know it, but if you don't, here is a great site about all kind of art and digital stuff (lots of them are quite similar to your style). So I think the site is worth a look
.Yeah I know that forum, I just can't be arsed to browse it in a regular basis. As with CGSociety I just can't keep up with so much information.
The hottest forum for concept art though imo is: http://forums.sijun.com/index.php (hell Sparth is one of the admins there and often shares some step by steps)
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Quote from Nysuatro
How do you chose your colors? I still have problems with that.
I actually started this one in black and white and then added a few HUE/SATURATION layers (with colorize mode on) to get a nice base to work from. I then flattened the painting and started to paint over it, color picking and overlaying new colors where needed. I find it a lot easier to define the shapes in black and white before adding colors, since colors always add a whole new layer of complexity to your brain. Of course that's only the way I found that works best for me, some people will tell you to start with colors but it's really up to you. Hope it helps.
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thanks wilco!
Alright, here's another pitch. I'm having a hard time filling the foreground with interesting stuff, so ideas are welcome!
[Blocked Image: http://thiagoklafke.com/misc/sketches/sp_036_UnearthlyChallenge09_02.jpg]
hmm just noticed the focus building looks like a lighter

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[Blocked Image: http://www.iwantoneofthose.com/store/assets/images/product/neopowvar/neopowvar_lg.jpg]
Extremely addicting little thing

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Quote from wilco
Something in the perspective is playing with my eyes, but not sure what it is! Looks good for a quick sketch Mino, can't wait to see what final unearthly peice you come up with.
I'm much more confident with my 3d/level art skills than with concept stuff. I'll try to find a concept artist if I don't come up with some cool idea soon.
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FIrst Unearthly Challenge idea. It didnt turn out as good as i hoped but this is just a quick sketch to study proportions and atmosphere. The idea behind this one is a fortress built by evil aliens to control people's mind connected by a monorail. It's pretty basic now but I'll flesh out shapes once I decide which direction to take.
[Blocked Image: http://thiagoklafke.com/misc/sketches/sp_035_UnearthlyChallenge09_01.jpg]
I'll probably do a few more different ideas before deciding which direction to take but critics are welcome.
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Already begun thumbnailing some ideas =)
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Just updated it with 3 awesome links
everyone check it out! -
I like it. I'm not so sure about the neon lights though. They make everything look so bright, colorful and alive and that's exactly the opposite of what a L4D map should convey.
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You don't always need an expensive professional dSLR to capture awe-inspiring images. Sometimes, a basic Canon A470 point and shoot, a little ingenuity, and a beer cooler are all you need. That is what two M.I.T. students used to capture images of the Earth from space, well, actually the upper atmosphere; technically, it wasn't high enough to be space.Justin Lee and Oliver Yeh, M.I.T. students, had a goal of flying a camera high enough to photograph the curvature of the earth, they named it Project Icarus. With out having a NASA size budget for a rocket, they opted for the more cost effective method of filling a weather balloon with helium and suspending a Styrofoam cooler underneath that held the camera. They also placed some instant hand warmers inside the cooler to try to keep the camera and its battery from freezing.
Full story: http://news.cnet.com/8301-17938_105-10354588-1.html
Time lapse: http://space.1337arts.com/
Soo cool!

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I was rather uninterested in this tile until I saw this gameplay footage this morning:
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Looks fantastic indeed. All the time put into this paid off in the end

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I got the remake on the weekend deal and I gotta say that I'm so disappointed. The voice work is kickass and adds a lot to the experience but the backgrounds are so sloppy and bad. The original game looks much better color wise imo.
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Hello guys. I set up a Twitter account to post links related to Level Design and Level art. I was originally going to post in portuguese only but I'll be tweeting in english from now on.
http://twitter.com/LevelDesign
If you guys know any other twitters about level design or env art please post them in this thread!