looks sick. Make a giant gash above his forarm for detail.
nice bump btw
looks sick. Make a giant gash above his forarm for detail.
nice bump btw
I graduate in a couple of months too! ![]()
Reno you'll get a job. You have a great sense of mood and gameplay that is rare among artists. you'll be fine ![]()
[Blocked Image: http://www.scad.edu/imt/digitalMedia/images/mont8_2.jpg]
fake windows ![]()
Its like modeling. If you have the most swank model in the world and everything is PERFECT, a bad texturing job will make it a shitty model. You cant' get around that. In my mind, same with lighting. We all remember the days of HL1 with the bright skyboxes that makes everything fullbright and the hobbyists, like me, had no idea wtf was going on ![]()
sexy. maybe bevel some of the outside building edges. Would help the overall feel of the levels more by taking away the cube like feel without removing the architectural element.
I've been having companies come here to SCAD and they've been talknig about splitting it up as well. One of the major ones they have spoken about is splitting up lighting. While lighting nowadays is becoming more and more intricate, I think its important that lighting be kept WITH the art team. And I hope the art team stays small and concise to keep the beaucracy down. Light has a huge effect, if not the largest, on mood. If the art team's control over that important factor is reduced then you could quite possibly ruin all continuity in the game.
I dont like this type of shit...so I wont comment ![]()
do planar and piece them together the best way.
spherical....wtf?!?!?
freshmarkets down abercorn. They got some amazing food there for cooking lovers.
outdoor pics look neat but I feel like they could push it further.
pretty sweet. Custom art assetts would be a plus however
I still want to know who this curman fellow is.
but would that increase the actual geometry or simply create more lightmaps?
I was under the impression that the lightmap is projected against the actual face. So increasing the resolution/decreasing scale would simply create a larger file size to cache in memory. Meaning that if you dramaticaly increase the resolution you could get some memory hit. I dont know why they'd break up the faces for a VIS like process.
However I do agree with someone who posted at the wiki site about the crispness of shadows. Increasing the resolution improperly could cause major artifacts in the level in my opinion. If one wall has really dark shadows and you decreased the scale so that the shadows are crisp, but other shadows in the same room or even the level are really blurry then you could break continuity. I personaly would notice the difference and call you on it. What alex did was correct in increasing the lightmaps on a wall the needed them and therefor was able to keep continuity while increasing detail on an otherwise bland wall.
cough q4 cough
trim the wall on the right so it merges better with the other walls.
shhhhhhhhhhhhhhh
lies
lies ![]()
curman wtf let me see a pic
are you serious? Yeah I"m agressive but I wouldn't upper cut you without reason.
what major name who the fuck are you?
i OWN this schoool. you hear?
no but seriously, you me holeman and crackerjack need to get together and get something withklein when he comes. No stupid antics though you douch :~P