I just tried this morrowind game for xbox and was really dissapointed. Too much "go here, than go here, without a map of course." I can't keep a repetoire of 50 names in my head on my so called "quests." Some people like these games, I just can't get into it. Back to BiA.
Posts by von*ferret
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sweet good luck man
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I made a texture but it looked ass ugly, utterly, completely ugly. So when I get back to savannah I'm going to take a break and work on my rivendell level, than work on this a little bit more and crank out a skin. I really wish I didn't UVW it to be symetrical but its too late
The character is mostly rigged too so maybe I can pose it. Simply put, I just need practice modeling and texturing as much as I can if I want to be an environmental artist. -
Hammereditor, minesweeper, and umm... lol jk
I've died playing bf2. Honestly my gaming repetoir is realy lacking. My brother bought an xbox so I've been trying to play as many console games as I possibly can in my vacation. Went through co-op halo2 with my brother and now I'm playing BiA, I wish that had a co-op =( I tried to get into grand theft auto but I've never been a fan of 3rd person so I didn't like that much. My brother goes crazy over it though. Last PC games I played was FarCry which was pretty good, but I didn't get "lost" in it. I had to strap myself to the chair to get anywhere in doom3 because it can't hold my attention. Unreal 2004 was also fun until I hit my brick wall and can't get past this certain point in the ladder single player. Hoestly though my hours in hammer, unrealed, max, and photoshop far exeed my gaming time =( which is a sad thing because I need to know games to build games.
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it looks like it is fullbright, than i notice shadows, so its odd. Maybe get some more interesting lighting.
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I like the red spot, adds some contrast. Used wisely it wouldn't stand out as repetitive or noticable.
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got a link to the tutorial?
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Quote from kleinluka
Look guys, I don't need a bunch of "I WOULD APPLY BUT I SUCK" posts. Just send me your work and if you're good you'll be selected. There's absolutely no risk to it. It won't hurt any of your future applications, should you decide to re-apply at a later point. At all.So either send me your work or keep my thread clean of this depressing bs

pwned
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Book is alright, video's are nice. I'm sure you really dont need every little thing to teach you, i'm sure you can just explore the program and come up with something creative. Can't wait to see what you make man

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I lost my splinter map source =( makes me sad, oh well.
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good crit ol.
mino you probaboy dont need so much burning on the texture for the shadows. They look slightly awkward. New age engines will be able to handle shadows better than hand painting them like that. Also I dont think graffitti on the top floor makes sense, probably move the graffiti to a lower floor or take it out all together if you have the layer seperate in your PSD
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could possibly be because you have not finished the jaw, but currently the head is too V shaped and not really egg shaped. Take a look at structural drawings of how the skul is and how the skin wraps around it.
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Modeling is fine but the texturing is poor. You can easily see where the seams are beacuse none of the scratches follow around the curve. These small details are what sets one thing apart from the other.
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Like I said if I had the time, I would've gone back and remodeled the hands along with not initialy bending the fingers, as it looks very awkward in the pose the hand is in atm.
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Quote from Meotwister
Hey, 'wow' is what comes to mind when I look at this map. Hessi you always do nice stuff, such as de_mediterraneo(?), which it seems this map will be just as amazing. I know criticism is a good thing etc. but everyone should keep in mind this is a wip forum and not keep on reiterating the same problems that are obviously going to be in a wip map. moderation is what im getting at.
anyways, good job so far hessi.
what are you talking about. CC is simply CC. I dont always read through other people's posts when posting because of time constraints. Anyways often mapcore has conversations on a particular criticism. Furthermore if it is something that definately needs to be changed repeptitive criticism can help pound that into the designer's head. What I"m getting at is dont limit who or how someone should give constructive criticism.
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stairs are the #1 polycount increaser when built with bsp brushes. Make them models.
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never played the first one, but mr. saturn always raved about it and he was sweet.
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I"d kill for the time to make a map for FF.
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as far as I'm concerned your game mechanics should be defined and use your aesthetics to help emphasize the game mechanics. At least that how i'd define something.