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  3. Acumen

Posts by Acumen

  • new site design

    • Acumen
    • December 31, 2008 at 5:36 PM

    actually im qutie disappointed. i expected some new content with the new design

    and i don't like the color scheme - me feeling is kinda like you made that on a provocative purpose, so everyone who says i don't like the pink, you can answer "come one, be a modern man..." or something like that

    i think it doesn't look serious - i even get a feeling of "someone ripped cool work and made an ugly webpage".

    really don't wanna be disrespectful but i think the colors should be corrected - it looks forced and not honest - like some april's fool

    edit: maybe you already had too much to drink, i might add

    at least i had

  • The random model thread!

    • Acumen
    • December 30, 2008 at 4:52 PM

    Jenn0_Bing, i'm not sure if i understood correctly but that room looks veeeery scary for a shoulder rehabilittitioans thingie

    and Nysuatro, mighty fine as it is right now. i'd love to see some closeups when you're done to see the texture en detail !

    and there goes more modular pieces

    i made the 2nd railings with varied middle sections, but i guess you can all imagine what it looks like

    after some discussing in forums concerning performance we said, it'd be best if the modeler can combine these small assets in his editor and i'll put the models together for a big one in each room (for example), so it can be compiled together, sharing one texture and collision box.

    [Blocked Image: http://bildupload.sro.at/a/thumbs/railing1_render_modules.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/railing2_render_modules.jpg]

    edit: now that'll be the last railing for a while - need a break from these things !

    [Blocked Image: http://bildupload.sro.at/a/thumbs/railing5_render.jpg]

    and some more other models, i forgot to render in the first place^^:

    [Blocked Image: http://bildupload.sro.at/a/thumbs/bull_bulb_render1.jpg]

  • WIP in WIP, post your level screenshots!

    • Acumen
    • December 29, 2008 at 3:20 PM

    hey KoKo5oVaR, that looks quite nice !

    i love the slight purple tint, but still i'd love to see just a tad of contrast in the lighting, like in the pic with the explosion. really subtle

  • The random model thread!

    • Acumen
    • December 28, 2008 at 7:41 PM

    tried some modular modelling today, not sure if that makes sense in the end, but it was fun doing these parts ^^

    i also have all the elements made with only one and not the double connecting pieces

    [Blocked Image: http://bildupload.sro.at/a/thumbs/pipe_render1.jpg]

  • Steam, 1€ = 1$

    • Acumen
    • December 26, 2008 at 6:15 PM

    on that german hl newssite i just read its some christmas special offer ending on 2nd january 2009 - i guess thats why its cheaper now

  • Curse Episodes - A HL2 Total Conversion

    • Acumen
    • December 24, 2008 at 10:53 AM

    so i was just browsing some cg sites and stumbled over that poster made in gimp:

    http://cursed.tw3lv3.com/curse_poster_l.jpg

    and thought, mmmh lets check the site out, and wow that sure looks like a pretty nice mod, imo.

    i never heard of that mod before, but the art quality is pretty neat, i gotta say.

    did any of you guys hear of this project before ? or have been working on it ? or what do you think about the project, just by checking out the media ?

    the site:

    http://www.curseepisodes.com/csite.html

    some more screens of it:

    http://www.moddb.com/mods/curse1/images ... shot-00134

    http://www.moddb.com/mods/curse1/images ... 3#imagebox

    edit: just to make sure, i don't have anything to do with that project, just thought i might share, what i stumbled over ^^

  • The random model thread!

    • Acumen
    • December 22, 2008 at 3:11 PM

    hm, right, the line tool works fine for the cables !

    but um, let me tell you a little story, mister !

    yesterday i spent lots of time figuring out how to do that spiral - and the thing was - i fought my way through the internet searching for some tips on how the helix stuff works...

    cause i had found the "renderable" and "display render mesh" options but i couldn't figure out how i could decrease the height segments - it was too hipoly for my model...

    so what i did was extruded a cylinder primitive along the helix spline, which often resulted in weird objects. sometimes it was alright but rotated in a weird way and i couldn't figure out how that could be stopped - then it was extruded quite deformed - it was really annoying.

    and that's why i didn't even think about doing the cables/tubes with the line tool...

    thanks, for giving me the the right hint again !!

    but still, if you should know how to get the helix problem solved, you'd be my hero of the rest of the year

    it just has too many height segments (something like 42), which i don't know how to change, so it adapts to my low poly model

  • The random model thread!

    • Acumen
    • December 21, 2008 at 7:27 PM

    thanks for your comments, guys

    had another go at the tf2-models today

    if anyone knows a tutorial about using splines the proper way for the tubes and spiral on the model, I'd be sooo thankful

    its always so messy when i use it, and sometimes it gives just horrible results

    anyways, thats why the tubes are a bit blocky - made them by hand ^^

    edit: again this model was "very" inspired by the original tf2 models - so don't blame me, it's just for practise and fun :roll:

    [Blocked Image: http://bildupload.sro.at/a/thumbs/laser_cannon_render1.jpg]

  • pl_frontier (not my map, but my model)

    • Acumen
    • December 19, 2008 at 8:14 AM

    that's got to be the most awesomest train model idea in a while

    your creativity amazes me from time to time, though - slow down and give us a chance as well ^^

    but seriously, it fits so well in the map though its a slightly different comic style than tf2 - i think it blends in really nicely.

    whoop-whoooop !!

  • Zero Gear - an indie multiplayer kart racing game

    • Acumen
    • December 19, 2008 at 8:11 AM

    why don't you just let the blog be combined with the news-page - as it is right now. i don't like it too much to have to switch between these 2 things all the time to find out where the updates are at. i don't think it needs to be seperated either - i mean the blog is about zerogear and the content seems to be pretty identical with the news page - maybe its placeholder, though.

    i'd say get rid of the seperate blog and just post the news in the news section - makes it more accessiablela (or whatever the word is ) and i think thats your basic idea behind zerogear, right ?!

    to the looks: i love love it

    like you said it better reflects the games art style and its got rid of all these huuuuuuge buttons and whatnot. much much nicer to look at, imo.

  • The random model thread!

    • Acumen
    • December 14, 2008 at 12:22 PM

    just some random ordinary tf2-style-console-thing i made while my gf was wrapping up some christmas gifts

    [Blocked Image: http://bildupload.sro.at/a/thumbs/automat_render1.jpg]

  • City17: Episode 1

    • Acumen
    • December 14, 2008 at 8:31 AM

    Im totally loving the lighting - such a nice atmosphere !

  • Eye Pet

    • Acumen
    • August 21, 2008 at 2:54 PM

    ah, okay, thx for the extra info

    just always interests me to see what the people that post about their projects did on it specifically.

    btw, my gf absolutely loved the monkeythingcharacter

  • Eye Pet

    • Acumen
    • August 21, 2008 at 10:50 AM

    may i ask, what kind of work you're doing on this ?

    just cause i browsed your portfolio from time to time and i can't really tell, what you could have worked on just from the trailer - i don't know, im just curious

  • The random model thread!

    • Acumen
    • July 27, 2008 at 12:43 PM

    the ear could sooo benefit from a couple of more faces/edges so it's not thaaat edgy, imo :/

    i don't know, that just distracts me everytime i see it on a head model, while the rest looks fine and smooth

  • Help me find something for my mate's birthday

    • Acumen
    • July 18, 2008 at 9:44 PM

    i don't exactly know whether i totally understood your image of the present, but when i was searching something for my girlfriend last year i stumbled over that site: http://www.mydays.de/home.html

    it has tons and tons and tons of totally different really special ideas (at least in my opinion)

    i know its not a gadget, but i just thought, since you mentioned motorboats and fast cars, maybe that could be of any interest, for you - if not, sry

  • The random model thread!

    • Acumen
    • July 16, 2008 at 5:22 PM

    some mockup models i made for a new racetrack map i'd like to realize. since zaphod is getting more and more done with zerogear, i thought, i'd leave my own project aside, and just fiddle around in max - if i get it done, i might learn how to get it into that ogre engine (i guess that's what they are using), or else it's just some weird project, i'll never finish, as usual

    these props will lay around aside the actual racetrack (which will be a pet cage) so they will be rather huge

    anyways, here are the first ones - more to come tomorrow (i guess ^^)

    [Blocked Image: http://bildupload.sro.at/a/thumbs/render_overview3.jpg]

  • The random model thread!

    • Acumen
    • July 15, 2008 at 9:30 AM

    while the material setup looks quite nice, i would like to see either painted shadows on the texture map or a normal map to bring that out - cause it just looks too flat right now.

    and i think you could have saved quite some uvspace on the platine parts (overlapping) - i don't know - you could have saved some space here and there and scale up the outer part of the radio quite a bit - imo. but that goes under practice, i guess. could just be a tad crisper overall, if the uvmap would be optimized a bit more

    but ingame it would look nice, nevertheless, i'm sure - since it's tiny

  • New Prince of Persia was announced today

    • Acumen
    • May 24, 2008 at 3:47 PM

    just stumbled over some screenshots and a new "speed art trailer" for the game - i hope it's ok to post it in here, if not, bare with me :/

    http://www.clubic.com/shot-jeux-video-1 ... ersia.html

    http://www.gametrailers.com/player/34326.html

    i kinda digg the art style with just a slightly cartoony touch

  • UT3 - DM-Cove

    • Acumen
    • May 20, 2008 at 1:00 PM

    i think it's because they are static but look like some evil demon's hands actually moving around, grabbing people and whatnot.

    the skullrock just looks more believable, i guess. at least that's the impression i get from the screenshots. the skinny rock arm elements just don't look like they could be built/created over the years compared to some stone/rock/skull

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