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  3. Sa74n

Posts by Sa74n

  • totally random texture thread

    • Sa74n
    • January 21, 2007 at 1:29 PM

    is that you?

  • The Crossing from Arkane and Valve

    • Sa74n
    • January 21, 2007 at 1:27 PM

    hell yeah! i cant wait! its one of my favorite upcoming games next to alan wake, kane and lynch and heavy rain (i hope theyll release more info soon).

    i enjoyed playing through dark messiah as well even though the end was a bit of a let down.

  • MapCore Job Census

    • Sa74n
    • January 20, 2007 at 12:53 PM

    yup.. its on him now to represent the squirrels

  • STALKER release date and countdown

    • Sa74n
    • January 18, 2007 at 9:58 AM

    cant be bothered buying it anymore. i expect a low rating. if id be proved wrong and it gets a great rating i might give it a chance tho

  • hdn_resident | 100% custom | still wip

    • Sa74n
    • January 11, 2007 at 2:27 PM

    for a source engine map the texture res seems very low. i wonder what kind of budget you set yourself for it. and i agree on the monotone look. i think you can do A LOT more with proper light. its the weakest point in your map. and maybe you should consider using some more different materials and colors. make it easy for players to navigate the map.

    aside from that it looks pretty awesome

  • Portfolio design

    • Sa74n
    • January 8, 2007 at 10:11 AM

    yeah this is much better and looks more serious and honest. personally i would reduce the contrast on the top/bottom parts and move the welcome text you have right below "seeking employment" bit. you could use the darker bottom part for a copyright note or whatever.

  • zune - renders

    • Sa74n
    • January 8, 2007 at 10:08 AM

    either make it proper highpoly or just dont render it at all.. not worth the time.

  • totally random texture thread

    • Sa74n
    • January 2, 2007 at 2:10 PM

    hessi, you shouldve removed the tree reflection on the windows. just make it dark behind the windows and add some dust to them. cubemaps should take care of the reflection on the windows instead you should know that!

  • The Hows And Whys of Level Design - Released!

    • Sa74n
    • December 27, 2006 at 1:35 PM

    got it for xmas now i just need some time to dig through it.

  • 2006 Game of the Year

    • Sa74n
    • December 22, 2006 at 10:22 AM

    pc: hitman blood money. even though it had some flaws it was a blast to play! where is the next one?! mazy?

    360: probably gears but i havent played cod3 yet. when i saw it it looked pretty awesome though.

    ps2: bully!

  • WIP in WIP, post your level screenshots!

    • Sa74n
    • December 21, 2006 at 3:01 PM

    time to buy some good dvds or go to the movies.. or just go outside in general you'll find loads of inspiration on flickr as well.

  • Dice got a new homepage

    • Sa74n
    • December 21, 2006 at 3:00 PM

    teddy: have a look at the epic games website or 3drealms, or ... and dice sure has earned a lot of money. the bf series became a little uninspired lately but they sure are still great games. im eager to hear more about bad company.

    oh and the view sure is exciting, as is their office.

  • PK01 - Quake IV / Source Texture Set

    • Sa74n
    • December 21, 2006 at 10:24 AM

    nice work pogo.. finally a worthy use of phils textures. 2nd shot is the best

  • Portfolio design

    • Sa74n
    • December 20, 2006 at 9:24 PM

    you could probably merge the composer part to black widow games on top and put webdesign to your areas of expertise.

    and by model skinning you probably mean model texturing

    i also recommend extending the page down dynamically instead of having an extra scrollbar in that frame. its just a bit annoying for people with higher screen resolutions to be restricted to such a small frame on your page. i am sure even people browsing at 1024 wouldnt mind scrolling the whole page

    one last suggestion would be adding the 2D artist to your name on the right. it doesnt link anywhere and thus looks a bit oddly placed in a menu

    edit: noticed more stuff:

    - merge msn and mail (as it is the same) to "mail/msn: [email protected]" or something similar. people will still understand you

    - and if you put in 2 phone numbers state which is your mobile and which is landline or dayphone and after work or whatever

    - you quoted design in your areas of expertise. maybe define that a bit better? design is veeery extensive term maybe say industrial design, webdesign, interface design.. or something like that.

    - put milkshape 3d at the end of the list or take it out. that tool can be learned in 5-10 minutes

    - thumbnails are a lot better but i'd probably have them all in the same size. thats just me tho

    good work so far. you can use whatever you want from my crits

  • Portfolio design

    • Sa74n
    • December 20, 2006 at 10:34 AM

    I like the frames and site colors/design but i guess you are looking for criticism:

    first of, you claim to be an art director and architect BUT there is no prove for either of that in your resume. if you are indeed a studied architect then you should mention your education in your resume (only hint at you being an architect is half a month of work you mention at a company no one can find info about). same for the art director title: In most companies you would probably be hired as a junior or normal artist. From your resume i can see that you have never done inhouse work before, is that right? cuz that would be one of the minimal requirements to even suggest yourself as an art director (and judging by your foto you dont look old enough to have the neccessary amount of experience). basically: prove what you claim to be - otherwise you will look nonserious.

    in general your resume is a bit strange to browse if you actually designed the site for 1024 viewing then the text size is a bit too big. try to get more info into the viewport, most relevant info first. as mentioned before i dont think its a good idea to list the architect thing. well i wouldnt.

    but it really depends on what you want to do with your folio. seeing that you put in a resume looks like you wanna use it to get a job or more freelance work.

    i second the call for bigger thumbnails, they dont even need to be squares also depending on how much you can show off in the end it might be good to split it up in categories (not neccessarily on different pages tho) like Texturing, Modeling or whatever.

    maybe replace your email adress with "contact me" or whatever and move the title to line up with the right end of the text there.

    in general i think it just doesnt give enough info. so maybe explain a bit more on the thumbnail pages.

    edit:

    i hope this helps you a bit getting more out of your page. its a nice start

    edit2:

    oh almost forgot. if your 3d scanning method is really working properly and gets decent results for ingame use then you should definitely mention it somewhere on your site. it shows creativity in work methods and stuff

  • The room

    • Sa74n
    • December 18, 2006 at 12:51 PM

    looks like a mix of garrys mod and portal on a different engine.

    interesting tho. sandbox games seem to be booming since black and white (or even earlier?)

  • The 'Core Sketch Thread!?

    • Sa74n
    • December 18, 2006 at 12:49 PM

    haha .. texture artist! *points finger*

    funny to see that all texture artists make the same shading mistakes when they try themselves at painting. it will improve quickly tho if you continue messing around.

    nice try tho

  • totally random texture thread

    • Sa74n
    • December 18, 2006 at 11:38 AM

    teddy.. can you please show a finished head? we see lots of wips here and there. wanna see a final thing using your technique, properly lit in xNormal for example.

  • de_wanda by warby ... final release !

    • Sa74n
    • December 15, 2006 at 10:20 AM

    good work, nicely done

  • The Hows And Whys of Level Design - Released!

    • Sa74n
    • December 12, 2006 at 4:37 PM

    how easy is shipping to europe?

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