Posts by kleinluka
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I love it, but for the sake of throwing in some nitpicky bitching, I think the fingernails are too bright... if you look at finger nails they are usually about the same color as your skin, with a bright edge at the top and a round, slightly less bright area at the bottom. Otherwise, really nice work

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Quote from dissonance
D'oh.Almost forgot.
[Blocked Image: http://img.photobucket.com/albums/v24/ssb_gaia/0WHITE_N_256.jpg]
(ps: i totally didn't use jphide on this one...
trust me)Oh, also, remember to include this in lights.rad:
(pps: my first idea was to make a normal map out of goatse, and i did, but then i decided it would be a bad idea to post it, so i didn't.)
I'm sorry but your normal map is wrong. The flat normal map blue looks like this:
[Blocked Image: http://img56.imageshack.us/img56/7502/normalmapblue8wf.jpg]
PWN'D.
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Here we have a different group of artists and designers for every level. The LDs do all the gameplay design and layout work and some scripting (we have specialized level scripters too). The art is divided into modelers, texture/shader artists who create the assets and level artists whose responsibility is to place all the assets in the map, do the lighting and to create the mood and make sure the level complies with the art direction. We also have guy who is specialized in SFX.
On some projects there is also a lighting artist who goes through the game and concentrates on just getting the lighting right. That's what happened on Splinter Cell 3 which is why it ended up looking so good in the end.

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I agree with what you said about there being a lot of problems with designers not understanding the needs of the artists. I've experienced it first hand many many times. But let's face it, it really is becoming inevitable to split up level design into DESIGN and ART. Simply because creating art assets for next gen games is tremendously more demanding and time consuming and requires more specialized skills than it used to.
What I have observed as reason for most of the problems caused by the split is that the design and art side are often far too detached from one another. It is VERY important that design and art actively work together in order to get the best out of the game, designwise AND artwise. This is a big thing.
So yeah while I agree with the base of what you are saying I really don't believe that splitting the job up is avoidable for games with next generation visuals.
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yaeh it's just a for-fun thing.
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dunno, ask ferret ;p
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really nice stuff. can you post the normals too?
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wow bad decision... the hl2 version doesnt look like it is making much use of the engines capabilities. it looks like a hl1 mod with better lighting.
this is sad

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it looks awesome blaz. Not exactly what I would call realistic but AWESOME. It has so much style... it almost looks like a painting... Love love love it. Care to post your flats?
Cheers
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wouldn't this look like a giant tilde from top view?

[Blocked Image: http://www.mazy.net/about/workpics/workpics_12.jpg]
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I'll just punch him if he refuses


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yeah thats already planned. he wants to buy me the best burger in the world.. and beer.
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this..
ZachFord99: yeah I know
ZachFord99: 3 girls want to get laid
ZachFord99: cassie and chels are passed out on my bed
ZachFord99: bbl later gotta take care of the girls
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curman lets get drunk...(and everyone else)
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Hey holeman try my recently invented shot "ubihard"

- jack daniel's
- tequila
- green melon
- salt
it's the shit!

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Hi all,
I'll be in Savannah, GA from April 7th - April 9th where I'll be holding a speech/presentation at SCAD. I'll be staying in a hotel the first night, and with ferret the 2nd night... If anyone is in the area and wants to hang, drop me a line

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here are some pics...
office, front
[Blocked Image: http://img225.imageshack.us/img225/3859/ubi017dz.jpg]
office, back
[Blocked Image: http://img225.imageshack.us/img225/6247/ubi028fd.jpg]
inside, halloween (i always go to work like this)
[Blocked Image: http://img225.imageshack.us/img225/330/ubi033wc.jpg]
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Alexroyce, that's reaaally impressive! Nice work
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