Posts by Acumen
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but these belong to vivendi
and that starcraft2.com to blizzard so..
nevermind

edit: yeh, new page for that...

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i really dislike that grunge brush filter over the entire video. doesn't do it any favor, imo and i don't see any reason for havin it. just distracts the viewer from the content. the details on the table could be shown in closeup, as well, I'd say. but apart from that it looks nice

the source models just scream for an ingame walk, imo. i mean renders and screens are nice, but nothing speaks more about the work's quality than actual ingame movement videos

I'd definately include that ! i know, you already put lot of work into the reel, but i think it'd be totally worth it

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i got one question. if you know yourself that the knobs are too huuuge......
why don't you just scale them down before you render and post the pics in here

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linkage and some more info plz

not everyone is uptodate with all the games that are out or in development and knows what theyre about, how they look or play like

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just to make sure

if thats a washing machine on the screenshot, isnt it a bit huuuuuge ? i mean compared to the car it looks quite massive and, well, huuuuuuuge

rest is very nice, though, but that washing machine (if its one) really irritates me

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i like that much better.
the other one, was way too much design and way too less content for me..
um not to get me wrong, its not more content now
.....but the old one had such an intense design but the content was not too well included by being forced to scroll through (at least thats what it was like for me).
so this one i like much more. a bit simpler in design but totally foccused on the content. now make the stuff clickable and its a win

i really really prefer the new design over the old one. looks very nice \o/
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yay st0lve, thanks for your support

i think i can uvmap....the only thing that stops me doing it, is that most of the time none of my models ever make it ingame, since i just do them for fun so it would be a waste of time to uvmap them

alright, i just thought i'd whine a bit in here, cause FMPONE excused for replying "so late" (according to him) in the first mail he sent me, so i thought, maybe i just missed the 2nd email, since its been awhile...
good to know the current statuts, thanks

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buhu, i wasn't considered as prop modeler after sending some screens of my models

didn't even get an "no, sry"-answer

i suck

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that first link doesnt work, i guess its this one:
http://www.monkah-design.com/pf_images/ ... t_road.jpg
too bad its only one screen, cause the atmosphere is nice

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me as a constant visiter of nz-nekus.tk is irritated:
QuoteDe Hogsatra 2k7 design project has gone gold!OFFICIAL RELEASE: DECEMBER 1
how could that happen....very valvesque manner going on there

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i know a guy, who did a map for it.....
......and he's on mapcore ofmg

go skjalg \o/
edit: and gaz, woot

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just being curious...
prop modeler would have to uvmap the models but not texture, is that correct ?
just incase you guys are still searchin would there be a possible test assignment availabe before gettin considered as prop modeler ?
curious

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is it possible to get to know some of the possible props, that need to be modelled ?
is it lots of smaller stuff, or really complex stuff like highdetailled vehicles and whatnot ?

what kind of props are we talking about here

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maybe aimin a bit high by thinkin that high profile company will just hire you with open arms, isnt it ?

not to bring you down, or anything, but dont you think you shall be glad about any company that will hire you, nowadays. cause theres quite some talent out there and one can't just choose the company he thinks does cool games

its not like you find a company that floats your boat but you are lucky to find one that hires you, instead

of course i wish you all the best with that, but i just don't want you to get disappointed or anything, since it sounds to me like you're aimin a bit high after all

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man i absolutely hate texturing stuff...i don't know why i even ever bother trying over and over again. its just no fun at all..
i think i should get rid of some of the bigger spots there, since it might look odd when placing some of them close together
[Blocked Image: http://www.acumen-design.de/model_pics/idf/beton_block_textured_render1.jpg]
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has 2376 triangles.
actually if i have the next "attack" i might wanna try texture it, thats why i didnt include workin doors or windows, so i save some time for the unwrappin part

whats next on our list, st0lve ? we shall work something out and this time both of us model it

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hehe, nice st0lve

just finished some cablecar thingie. not gettin textured or anything, i just forced myself to sit down and model something after weeks of denying

[Blocked Image: http://www.acumen-design.de/model_pics/wip/thewall/seilbahn_shot1.gif]
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haha yeah

i felt like that smiley


for leveldesign advice you're just on the right forums. these guys can really help to push you doing extraordinary work

should be nice to see what youll show here in the near future.
hope to see some of your work here more often o/
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the 2 major things that bug me about your site wanting to be a portfolio are
1. its too personal - with you congratulating your sister to her birthday - that should be kept on a different site of yours.
2. your nickname just screams cs-kiddie to me
i think if you want it to be professional use your real name. if you don't wanna completely lose the nickname on your site then make it like Joakim 'J0k3' Engfors but in the big header, not just tiny underneath it 
imo you have faaaar too much text on your project site. i don't think any possible employer will ever read the entire sand of war story. you gotta keep that way shorter and only give basic info...and its your site, so talk about you, and not michael zacker schmidt

your tetris game and that table....throw it out. im sorry to say that, but that wont get you a job anywhere

considering you want to apply as a leveldesigner somewhere soon, your site just doesnt display that....its under "other work" as if its only of minor priority for you.
i think you should really redesign your page and get rid of lots of the categories. your site is way to busy for a portfolio site. for example get rid of the tagwall, blog, spoon (wtf ?
) stuff.....contrentate on the leveldesign aspect. you say you have 3dsmax skills. there's only one object that shows basic knowledge of max, on your site, imo. you should offer some more on that, otherwise i would take that out of the "skills-section".
having created a tetris clone isnt something i'd put in my portfolio, even though it may have been hard work for you. neither the "team member of the month" - just sounds a bit weird. fills up the category, sure, but sounds only confusing, in my opinion.
the preview screen of that map...... wow, put it out. what do you expect people to say, when they see that picture ? nobody but you can recognise anything on that picture

http://www.j0k3.se/gfx/leveldesign/sow_nbz201.jpg
i can only see 1/3 of a map here. that image doesnt display any of your work quality

to be really really honest, and even though it hurts, i know, none of the older hl1 maps should be in that portfolio, imo. maybe in an archive-thing but not on the frontpage of your leveldesign stuff.
i think with the kind of work you show on your site it should be hard to find a job, right now. you really gotta jump into the current-gen stuff, at least source should be your choice of media to display your work, since you're familiar with it. i think you have a long way to go. first working on some quality maps for source that are worth being displayed on your portfolio and then building the actual portfolio site.
please don't take that as offending or hurting, it's just that i did a kinda similar thing and applied to many many companies with my kinda low poly model work and got denied because it was just not appropriate in a time where normal mapping came up. so i think its safe to say, you applying with lot of hl1 maps as reference would be kinda the same thing, that is doomed to failure right from the beginning.
but if you decide to go the long way and build a nice portfilio im sure youll end up at a nice company to design levels for in a decent amount of time
