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  3. Minos

Posts by Minos

  • I am making a DoD:s map.

    • Minos
    • May 26, 2008 at 3:19 AM

    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.

  • Indiana Jones 4 (Spoilers inside)

    • Minos
    • May 24, 2008 at 4:07 PM

    http://news.yahoo.com/s/nm/20080523/fil ... najones_dc

    lol

  • dod_palermo

    • Minos
    • May 24, 2008 at 1:10 PM

    ooh congrats magnar~~ Gonna check it out again when I have some time

  • MapCore Job Census

    • Minos
    • May 23, 2008 at 7:02 PM

    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.

  • The random model thread!

    • Minos
    • May 21, 2008 at 9:53 PM
    Quote from Seldoon182

    As I adviced BJA, try to export your scene as .obj to add more details with Zbrush/Mudbox...

    That's a sweet idea actually

  • big dump

    • Minos
    • May 21, 2008 at 7:56 PM

    That's one hell of a cool lens

  • GTA IV PC!!!

    • Minos
    • May 21, 2008 at 7:33 PM

    Awesome!

  • The random model thread!

    • Minos
    • May 21, 2008 at 7:31 PM

    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]

  • post your pic extravaganza 2008!!!~

    • Minos
    • May 21, 2008 at 2:11 AM

    ohh klein~~

  • New Hulk trailer...

    • Minos
    • May 20, 2008 at 10:51 PM

    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

  • Happy Birthday HP!!!!!!!!!!!!!!!!!!

    • Minos
    • May 20, 2008 at 10:34 PM

    happy bday thread destroyer =)

  • New 3DS Max 9, 2008 and 2009 SMD export plugin available.

    • Minos
    • May 20, 2008 at 1:43 PM

    Thanks!

  • Crap artist can't get job, whines about it

    • Minos
    • May 20, 2008 at 1:34 PM

    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.

  • [TF2] ctf_aerospace (beta 4)

    • Minos
    • May 19, 2008 at 10:04 PM
    Quote from Freak

    ehm you should add healthkits and ammo packs o.Othere are a lot of flat walls, especially in the base, and you really have to get rid of those dev textures

    ~I like the planes

    He's looking for crits on the layout dude

  • To Vista or not to Vista, thats the question!

    • Minos
    • May 19, 2008 at 10:02 PM

    XP

  • WIP in WIP, post your level screenshots!

    • Minos
    • May 19, 2008 at 7:46 PM
    Quote from hessi

    It's a BSP based engine, what do you expect?

    STFU. you even have to look up at wikipedia what BSP means.

    god, i hate it when "artists" talk about technical detail they know shit about (((

    :lol: :lol:

  • Crap artist can't get job, whines about it

    • Minos
    • May 19, 2008 at 7:39 PM

    Killer work right there

  • Introduction to Normal Mapping - Video Tutorial

    • Minos
    • May 19, 2008 at 3:50 PM
    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

  • Introduction to Normal Mapping - Video Tutorial

    • Minos
    • May 19, 2008 at 1:33 PM
    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

  • May/June's Low Poly Contest: Robots

    • Minos
    • May 19, 2008 at 1:14 PM

    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)

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