I'm locking this down because it's going nowhere. PM me if you wish to post updates, if you are even working on it still.
Posts by Minos
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ooh congrats magnar~~ Gonna check it out again when I have some time
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Does freelance work count as well? I did some offsite freelance work for southlogic from oct 2007 to feb 2008, as environment artist on an upcoming title.
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That's one hell of a cool lens

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Awesome!
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Quick doodle done in about 40 min just to practise hipoly modeling etc. I know the ornaments aren't really accurate but it was still a good learning experience

[Blocked Image: http://thiagoklafke.com/misc/temp/doodle_gate01.jpg]
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hmmm Ed Norton in a brazilian slum? This can't go wrong! Oh wait, Hulk is such an uninteresting hero... anyways, it's got ed norton in it that's reason enough to go the theater

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happy bday thread destroyer =)
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I think he's just another kid who idealizes this industry too much. We all know it's not heaven but it's not hell either, a lame degree in game design will get you nowhere. He should do like I do and get a degree in a field which is going to help him become an specialist, instead of a generalist. I want to be an artist so I'm porsuing a degree in Design (both graphics and product). If he wanted to be a coder he should get a degree in computer sciences/engineering, and so on. I think most "game design" courses are just a waste of time, since they only teach you how to use softwares and that you can do reading free tutorials on the interwebs.
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Killer work right there

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Quote from Psyshokiller
Those boxy crates are brushes, that might be the reason why they're not chamfered. It would have been possible ofc but texturing them would have taken a little longer, since you can't treat multiple faces as one, like in hammer, which means sacrificing flexibility. Using a model would have added to the drawcount if not "inlined" (turning models to bsp at dmap). This would also cut back on flexibilty since you can't scale models with Doom3.Maybe that's the reason or they just we're lazy.

doom3 editing sounds like hell

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Quote from PhilipK
Yeah. You just always want the lowpoly to look as similar as possible to the highpoly and that should apply to the smoothing as well.Didn't really see that on the doom3 crates tho

Overall I thought the content in d3 was very well done compared to most other games.
Some crates are just 6 sided boxes with normal maps baked from a box with chamfered edges. I couldn't see the reason of sacrificing the look to save 12 polys only

But yeah, I agree that the art in d3 is really well done, not questioning that

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Very nice entries guys, can't wait to see them textured

Buddy: The poly limit is low and that's why these competitions are fun: They separate the men from the mouses. (quoting peris who was probably quoting someone else)