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Posts by Acumen

  • Half-Life Episode 2 (Contains spoilers!)

    • Acumen
    • October 22, 2007 at 4:37 PM

    man, couldn't you at least try to sound normal in that review...

    why would i wanna read that rap text outside of eot...

    and not make tripple posts on en entire page, pleeease - i scroll and scroll and it's still nexus talking - why not one long post with proper language :/

  • totally random texture thread

    • Acumen
    • October 1, 2007 at 1:49 PM

    meh oh meh...

    doing all the unnecessary and and unimportant first. should be modeling stuff, but wasting time on weird comic texture tries :/

    texture flat was a bit oversharpened before saving as jpg, and it's also not tileable ^^

    [Blocked Image: http://acumen-design.de/model_pics/wip/thewall/brick_test3.jpg]

    [Blocked Image: http://acumen-design.de/model_pics/wip/thewall/brick_test4.jpg]

  • Cool Puzzle Game

    • Acumen
    • October 1, 2007 at 9:15 AM

    lol i can't even pass level 7

    logic is just not my thing, i guess :/

    edit: hrhr, friend of mine showed me how to go on - i feel stupid - once again

  • Yo guys, i need some advices about an illustration <:)

    • Acumen
    • September 27, 2007 at 4:27 PM

    I'd like to see some more ground on the left, next to where the person is standing. cause right now it seems a bit heavy on the upper part with the 3d-element but no ground to get a hold of it, if it should collapse - theoretically

    you know what i mean ?

    because i just don't like all that beige color tone on the lower left side. it kinda disbalances the image for me.

    and the arrows. i know you wanted the freehand look but imo it looks like one of my tries when i use my mouse in photoshop and draw an arrow - it's too randomly random - i'd go over these arrows again

    with the "2d text" the 2 and the D are too close together to be readable right the moment you see them. you might erase some of the lower part of the 2.

    well yeah and i imagine this page to be centerred, so i might suggest that you add some more of the beige part on the right side, so it doesn't have that cutout look to it.

    as of animation thingies. the teddy could have some smoked cigarettes in front of him ?

    her eye might blink every once in a while.

    the tentacle thing might move the arms when hovered. but to be honest, I don't like such overdone flash-animated-things in a portfolio. the blinking is fine

    let all 3 blinkblink \o/

    because to be honest. i think if someone would want to hire you, it'd be because of your 3d and 2d skills and not the flashanimationhomepagething. that's my point at least. if the amount of work you put in your homepage could be put in your work to improve that, something is mighty wrong, i'd say.

    but oh well, i talk like i know what i'm saying and studied this or whatnot. just do whatever floats your boat. i'm just weird as usual

  • Crazybump Beta 4.8 Installation/Run Problem

    • Acumen
    • September 26, 2007 at 6:15 PM

    so i wanted to start crazybump today but the beta test period was over. so i head over to the site to get the update and wanted to install it. then after installation some direct x install window pops out which scared me, so i aborted installation. then crazybump crashed with some weird error message (JIT debugger...blabla)

    and i found no exe or sumthin to restart that directx installation.

    can anybody think of a possible solution for that problem, so i can finally use crazybump again ?

    some .net framework issue (got 1.1 installed) ? or maybe someone knows how to get that directx thing installation start again - do i even need it for crazybump to run ?

    thanks for your time

  • Original Game: 1944 D-Day : Environment & Texture Artist

    • Acumen
    • September 22, 2007 at 1:40 PM

    sry, i must have missed that out in along the lines in the thread. i'll be sure to send you an email

  • Original Game: 1944 D-Day : Environment & Texture Artist

    • Acumen
    • September 22, 2007 at 6:58 AM

    just out of curiosity

    only models with uvmaps don't help you too much at all, right ?

    i know, i know, probably stupid question - just finding it an interesting project ^^

    like say, 10 low poly models with uvmap don't have any value for you at all, since it's nothing finished, compared to a finished model with normal map and texture, right ?

    so one wouldn't get any reward for that, right ?

  • Level Design Inspiration

    • Acumen
    • September 2, 2007 at 1:36 PM

    wasn't there some similar thread some time ago ?

    http://www.mapcore.net/forums/viewtopic ... =reference

    oh well, march 2007..not too long ago

    edit: but why really 2 different threads...i mean it would be so much more useful to make one sticky thread and users to mark their links with maybe some bold text that says "movie" "concepts" and so on...i mean otherwise you'd always have to watch out for 2 threads. Why not merge the 2 threads and create a nice collection of useful reference links. but that's just me

    And one is the loneliest number !!

  • go-kart model

    • Acumen
    • August 29, 2007 at 6:45 PM

    actually i used firefox

    new links work fine...

    absolutely love your work. i wish i had your texturing skills to texture my 2 race tracks

    i hope you'll release another video drivethrough of that track in the future !

  • go-kart model

    • Acumen
    • August 29, 2007 at 1:30 PM

    wow, these links gave me some serious popups annoyance³

    i don't dare clickin them again

  • totally random texture thread

    • Acumen
    • August 21, 2007 at 8:42 PM

    i don't know your latest 2 texture tries (the one with the model aswell) seem quite rushed

    but on this one the jpg quality seems to kinda be low quality settish as well, so i don't know...

  • The random model thread!

    • Acumen
    • August 21, 2007 at 7:05 PM

    man, i feel soooo rusty...

    must been years since i last touched that modeling program. and I'm still stuck with the lowpoly stuff

    trying some different style for that diddy kong kinda mod but meh, every model looks different. i need concept artist guy

    [Blocked Image: http://www.acumen-design.de/model_pics/wip/thewall/house_test1.jpg]

  • concept artist - LFP

    • Acumen
    • August 21, 2007 at 2:34 PM

    "sci-fi/fantasy/horror or anything fictional"

    would a comic styled race mod in the spirit of diddy kong racing be a fictional thing ?

    just curios, but i guess you're more on the realistic and serious side of things ^^

  • totally random texture thread

    • Acumen
    • July 30, 2007 at 9:12 PM

    well there needs to be some kind of drop shadow imo, so one can actually recognise which material is beneath and which is on top. because it's just blended in right now and you can't really tell what's going on

  • totally random texture thread

    • Acumen
    • July 17, 2007 at 10:30 PM

    compared to that texture source on your portfolio site:

    http://www.st0lve.net/portfolio/pictures/tex01.jpg

    i really do think that result with normal and stuff looks absolutely horrible, i'm sorry.

    it looks blurry and shiny and whatnot.. i don't know i'm no expert in this whole thing but i think the normal map is not that good in this case. i know i know it sounds so horribly harsh, but i just don't know what else to say about that test. it looks as if you didn't put too much time into that normal map creation, to be honest. really not intended to step on your toes, but i think you had much much better textures shown in the past :/

    edit: just played around with crazybump. could it be possible that you used the "find low frequency detail" thing and didn't tweak the "very large detail thing" ? the result looks a lot like yours. i don't know if it has to be that way, but i like it much better without

  • My new Portfolio [updated]

    • Acumen
    • July 11, 2007 at 8:39 PM

    i think it was on the forums some time ago, but i wouldn't add the old hl maps on the frontpage. you could make an archive or something but i don't think its of any use showing these old engine maps - if only for nostalgic reasons. your current work represents a nice skill level - i think that's enough. only i would like to see 3 different screens of your map. i've seen these on almost every ins related site now

    please take your time and take different screenshots

    for the 3d modelling part. i think it would be useful if you show some kind of wireframe screen of the models itself. i mean you want to show your modelling skills and poly usage is an important aspect.

    and that little sign is a bit - well - i can't really recognize much there

    and what stolve said. 3 screens for each map would be better imo. otherwise it looks a bit like what some guy on the mapcore forums did with his "screenshot mapping". i mean from looking at these pictures i couldn't really tell if you did an entire map or just a scene out of that. i don't think a single screen justifies each map.

  • Tutorial - Texture Creation From Reference

    • Acumen
    • June 3, 2007 at 1:41 PM

    thank you very much good sir !

    i like the pictures

  • Tutorial - Texture Creation From Reference

    • Acumen
    • June 3, 2007 at 12:24 PM

    could you please stop that unneccessary discussion O_o

    mr. Pericolos0 did so well in clearin this in the random texture thread...

    yeh im no pro an all, but everyone knows what people mean with "next gen" on that forum, so quotin every post and whatnot is so not useful but annoying instead...

    i'm sorry but i don't wanna scroll around in such threads to not must read all of these lines of discussion. i just wanna see the pictures

    and just because 3-4 elite pro people are against using such "unpro" terms they don't have to destroy thread after thread...

  • totally random texture thread

    • Acumen
    • May 31, 2007 at 3:34 PM

    ooooh, ok, then its no wonder it repeats while tiling ^^

    i thought the 1024² would have more of these 8 bricks elements and not just a single one at that extreme size ^^

    i don't know really much about this texturing thing, but for that huge size of the texture shouldn't it have more of these brick elements in it (like 4 of them and therefore scalled 1/4), so that, if you use it for an entire room, the tiling/repetetion is not that obvious ?

  • totally random texture thread

    • Acumen
    • May 31, 2007 at 2:17 PM

    I don't know about the wall texture but the floor texture repeats very obviously in my opinion and i wouldn't have guessed its a 1024². could have been a single 128² or sumthin like that with only 4 of the elements tiled and then repeated on the entire floor. looks really very repetetive, i would say

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