lol gg peri
no the same happened to me. O is good when your poly count is HUGE Which I've had before.
lol gg peri
no the same happened to me. O is good when your poly count is HUGE Which I've had before.
offices are cleans. Schools are clean. Stores are clean. your homes were clean once.
Pulling off a clean detailed and itneresting texture is more difficult and I think more challenging. Nothing wrong with dirty textures, but I'd love to see how you guys pull off a clean texture.
thats hot!!!
can people do clean textures?
Good example of why I think this is a fun idea frie ![]()
I'm not going to add names that I think are there, just so that I get it right.
MapCore in the industry as of March 2014:
Scroll all the way down to view freelance contractors:
Aberrant Entertainment: (Brisbane, Australia)
Nick "Tarky" Marden
Aquiris: (Porto Alegre, Brazil)
Arthur "Arhurt" Bobany - Game Designer
Arkane Entertainment (Lyon, France)
Valentin "3Dnj" Levillain - Level Architect
Marc "moroes" Bidoul - Level Architect
Avalanche Studios (NYC, USA)
Mr.P - Senior Developer - World Design
Black Tusk Studios (Vancouver, Canada)
Martin "Alf-Life" Badowsky - Level Designer
Blitz Communications: (London, England)
Chris "CrazyMAC" Tufnell
Blizzard Entertainment: http://www.blizzard.com/ (Irvine, California)
Bram "Pericolos0" Eulaers - Environment Artist
Kris "Tofu" Howl - Level Designer
Simon "IxenonI" Fuchs - Senior Environment Artist
Thiago "Minotauro" Klafke - Environment Artist
Philip "PhilipK" Klevestav - Environment Artist
Hélder "[HP]" Pinto - 3D Environment Artist
Boomlagoon Ltd (Helsinki, Finland)
Arttu 'skdr' Mäki - VP, Design
Bungie: (Seattle, Washington)
Dan "Algor" Grafstrom
Andrew "KungFuSquirrel" Weldon
CD Projekt Red en.cdprojektred.com (Warsaw/ Cracow, Poland)
Mark "Jenn0_Bing" Foreman - Environment Artist
Kacper "knj" Niepokólczycki - Environment Artist
Cloud Imperium Games: https://www.cloudimperiumgames.com/
John "Ginger Lord" Crewe - Senior Technical Designer
Will "Vilham" Josephy - Level Designer
Codeglue: (Rotterdam, The Netherlands)
Gorion - Game Programmer
Codemasters: http://www.codemasters.com/UK
Beck - Level Designer
Jordan "Jord" Woodward - Level Designer
Peter "Urgaffel" Åsberg - Environment Artist
Creative Assembly: (London, England)
Liam "PogoP" Tart - Environment Artist
Mark "marks" Sneddon - Technical Artist
Crytek: http://www.crytek.com/ (Frankfurt, Germany)
Chris "Narby" Auty - Lead Level Designer
Christian "freakadelle" Bliss - Level Designer
Hussein "Huss" Dairi - Level Designer
Frieder 'e-freak' Erdmann - Cinematic Technical Artist
Sascha "Harefort" Herfort - Junior Technical Artist
Clement "Corwin" Melendez - Level Designer
Deep Silver Dambuster Studios: (Nottingham, England)
Paul "PaulH" Haynes - Senior Level Designer
DICE: http://www.dice.se/ (Stockholm, Sweden)
Lukas "Chimeray" Van Daele - Level Designer
Anders "Evert" Jansson - Level Designer
Oskmos - Artist/Modeler
Anders "Pampers" Schei - Technical Artist
Rick "Rick_D" Underhill - Environment Artist
Digital Extremes: http://www.digitalextremes.com/ (London, ON, Canada)
Joey "Erratic" Adey
Ted "cashed" McIlwain - level designer
EA Motive: http://www.ea.com/motivestudios/ (Montreal, Canada)
Nick "Dark" King - Senior Level Designer
Eegeo: http://www.eegeo.com/ (Dundee, Scotland)
Mark "Defrag" Simpson - Software Engineer
Eidos Montreal: http://www.eidosmontreal.com/ (Montreal, QC, Canada)
Sylvain "channie" Douce - Level Designer
Robbert-Jan "Nysuatro" Brems - Technical Artist
Epic Games: http://epicgames.com/ (Raleigh, NC, USA)
Chris "2d-Chris" Kay - Level Designer
Escalation Studios: (Austin, Texas)
Austin "Setin" House - Designer
Gameloft: http://www.gameloft.com (New Orleans, USA & Barcelona, Spain)
Sam "SamCom" Combs - Game Designer
Peter "Pete_H" Harries - Game Designer
Gearbox: http://www.gearboxsoftware.com/ (Plano, Texas)
Nathan "TomWithTheWeather" Overman - Level Designer
Mike "zilla" Neumann - Creative Director / Writer
Brian "Fletch" Thomas - Cinematic Designer
Zach "von*ferret" Ford - Level Designer
Goodgame Studios: http://www.goodgamestudios.com/ (Hamburg, Germany)
Friedrich "FrieChamp" Bode - Level Designer
Guerrilla Games: http://www.guerrilla-games.com/ (Amsterdam, The Netherlands)
Arjan "IR" Bak - Lead Environment Artist
Ryan "Zeta" Spinney - Junior Environment Artist
Haiku Interactive - (Edimburgh, Scotland)
Duncan "ReNo" Blair - Level Designer
id Software http://www.idsoftware.com/ (Mesquite, Texas)
Yan "Method" Ostretsov - Level Designer
Chuck "atrocity" Wilson - Level Designer
Industry consultant (Los Angeles, California)
Jeremy "Izuno" Miller
Interwave Studios: http://www.interwavestudios.com
Douglas "Skybex" Hamilton - Environment Artist
Matthias "Steppenwolf" Schmidt - Environment Artist
[AoS]Albatros
IO Interactive (Copenhagen, Denmark)
Martin "Sentura" Colith - Level Designer
Mathias "Fuzyhead" Windrat - Environment Artist
Jagex
Aaron "Psy" Garcha - Junior Level Designer
Junction Point http://www.junctionpoint.com/ (Austin, Texas)
Patrick "Mojo" Krefting - Level Designer
Keen Games (Frankfurt, Germany)
Florian "Strogg" Oswald - Artist
Krysalide Studios (Lyon, France)
Richard "KoKo5oVaR" Malinar
MegaPop Games: (Oslo, Norway)
Skjalg Maehre - Programmer
Monolith (Seattle, USA)
Jed "Graktauk" Bellini - Senior Designer
New World Interactive
Matthias "Steppenwolf" Schmidt - Level Designer
Next Games: http://www.nextgames.com/ (Helsinki, Finland)
Toni "Sota Poika" Seppänen - Junior Level Designer
NimbleBit: http://www.NimbleBit.com (California)
David "Zaphod" Marsh - Designer / Artist
Overkill Software: (Stockholm, Sweden)
Jason "Generalvivi" Mojica - Senior Level Designer
Pandora Studio: (Zagreb, Croatia)
Nikica "gwaijd" Petrusic - Environment Artist
Pure FPS: (Los Angeles, CA)
Matthew "Bawwwcas" Barcas - Level Designer
Pyro Studios: http://www.pyrostudios.com/ (Madrid, Spain)
Juan Fdez. de Simón "Spartan"
Ready at Dawn
ChopperDave - Programmer
Respawn Entertainment: (Encino, California)
Alexander "AlexRoyce" Roycewicz - Senior Level Designer
Geoffrey "CompoSITe" Smith - Senior Game Designer
Mohammad "BadMofo" Alavi - Senior Level Designer
RockAByte: http://www.rockabyte.com/ (Cologne, Germany)
Thomas "hessi" Heß - Software Developer
Rovio (Espoo, Finland)
Sami "Teeluu" Lindqvist - Level Designer
SCEE: (London. England)
James "JamesL" Lane - Lead Designer
"Merkaba"
Space Ape:
Alexander "Taylor" Taylor - Game Designer
Stainless Games: http://www.stainlessgames.com/ (Newport, England)
"tomdon"
Starbreeze Studios:- http://www.starbreeze.com/ (Uppsala, Sweden)
Teddy "TeddyBear" Bergsman - System Engineer
Claes "Nurb" Engdal - Texture Artist
Sucker Punch Productions: (Bellevue, WA, USA)
Francois "Furyo" Roughol - Senior Mission Designer
SuperSledge (Sweden)
Ilijac "Tailgunner" Petrusic - Level Designer
Toltec Studios: http://www.toltecstudios.com/
Sjoerd "Hourences" De Jong - Creative Director and Project Lead
Patrick "Patrick_H" Haslow - Level Designer
Top Free Games (Sao Paulo, Brazil)
Al Anselmo - QA Tester
Treyarch
Werner Martin "xfckup" Eggers - Level designer
Mateusz 'seir' Piaskiewicz - Senior Level Artist
G. Henry "Slowdevelopment" Schmitt - Level designer
Sky Silcox - Game Designer
Ubisoft Montpellier: http://www.ubi.com/ (Montpellier, France)
Julien "Shad" Chevallier - Game Designer
Ubisoft Toronto: http://www.ubi.com/ (Toronto, ON, Canada)
Adam Bromell - Team Lead Artist
Jobye-Kyle "Deceiver" Karmaker - Level Artist
Zombie - Level Designer
Ultra Ultra (Copenhagen, Denmark)
Morten "Mazy" Hedegren - Game Designer
Unknown Worlds: http://www.unknownworlds.com/ns2/
Oliver "Dux" Hobbs - Level designer
Andrew "Wacko" Spiering - Programmer
United Front Games: (Vancouver, Canada)
Alex "AlexM" McGilvray - Engineer
Valve (Bellevue, Washington, USA)
Magnar "insta" Jenssen - Level Designer
W!: (Netherlands)
Erik "Whoot" Bakker
Yager: (Berlin, Germany)
Dan "Daze" Banefelt - Senior technical designer
Lenz "PenE" Monath - Environment Artist
Freelance contractors:
Lee "Lee3dee" Amarakoon
Tobias "WitchKing" Bodlund
Sjoerd "Hourences" De Jong - Experienced Level Designer, Teacher
Henning "Sa74n" Horstmann
Michael "Zacker" Schmidt - Programmer
very contrasty and grungy. Maybe the style you're going for.
i'd say work on the teeth ![]()
a lot of wasted textures space. Make sharper shadows because its cracks. The soft shadows make it look fleshy. The mesh is clean which is good. Good to learn off of. But the cartoony shadows, unelss that was intended, is bringing it down. And like Koko said, get a real modeling package by any means nescessary.
I wonder if you could use portals as windows to spy on places rather just movement. Like throwing a portal through a vital door so you can watch that door easily. I wonder if trip mines would work if the laser goes through the portal
the 3d skybox is way to crowded I think.
Looks real good
He reused texture space on the shelves I'm sure. So baking the texture might not work out well since the UV's are stacked ontop of eachother.
The design is why it looks like hl1. The next gen tech is very nicely done by youself. But more of how the buildings enclose this area is where I think it looks hl1'ish.
Looks over all good. However I can't get rid of the feeling it still reminds me of HL1. Its very claustophobic with no horizon. ALl the buildings are flush against eachother with roads leading into tunnels. But lighting and texturing is spot on!