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  3. von*ferret

Posts by von*ferret

  • Max inciting me to murder. Viewport problems *Fixed*

    • von*ferret
    • August 1, 2006 at 12:50 AM

    lol gg peri

    no the same happened to me. O is good when your poly count is HUGE Which I've had before.

  • totally random texture thread

    • von*ferret
    • July 31, 2006 at 7:17 PM

    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.

  • totally random texture thread

    • von*ferret
    • July 31, 2006 at 3:35 AM

    thats hot!!!

    can people do clean textures?

  • The random model thread!

    • von*ferret
    • July 30, 2006 at 3:38 AM

    [Blocked Image: http://studentpages.scad.edu/~zaford20/table.jpg]

  • Putting a light inside a model.. doesn't look right.

    • von*ferret
    • July 30, 2006 at 3:15 AM

    pic

  • MapCore Job Census

    • von*ferret
    • July 30, 2006 at 3:13 AM

    Good example of why I think this is a fun idea frie

  • MapCore Job Census

    • von*ferret
    • July 29, 2006 at 8:09 PM

    I'm not going to add names that I think are there, just so that I get it right.

  • I cant' figure out this mdl compile error

    • von*ferret
    • July 29, 2006 at 1:30 AM

    http://www.google.com/search?q=CommandL ... S:official

  • MapCore Job Census

    • von*ferret
    • July 28, 2006 at 10:50 PM

    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

  • I Got a Job in the Game Industry! ^_^

    • von*ferret
    • July 28, 2006 at 6:41 PM

    congrats ;D

  • totally random texture thread

    • von*ferret
    • July 28, 2006 at 6:43 AM

    very contrasty and grungy. Maybe the style you're going for.

  • The random model thread!

    • von*ferret
    • July 28, 2006 at 6:43 AM

    i'd say work on the teeth

  • Skull model, suggestions anyone?

    • von*ferret
    • July 28, 2006 at 6:41 AM

    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.

  • Have we really got that far?

    • von*ferret
    • July 26, 2006 at 2:23 AM

    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

  • WIP in WIP, post your level screenshots!

    • von*ferret
    • July 24, 2006 at 3:34 AM

    the 3d skybox is way to crowded I think.

  • New HL2:E2 trailer is out on steam

    • von*ferret
    • July 23, 2006 at 6:55 AM

    Looks real good

  • Store Shelf

    • von*ferret
    • July 23, 2006 at 2:19 AM

    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.

  • ol_styx (Off Limits map)

    • von*ferret
    • July 23, 2006 at 2:14 AM

    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.

  • ol_styx (Off Limits map)

    • von*ferret
    • July 23, 2006 at 12:37 AM

    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!

  • WIP in WIP, post your level screenshots!

    • von*ferret
    • July 22, 2006 at 8:45 PM

    holy hotness

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