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  3. Acumen

Posts by Acumen

  • de_wanda by warby ... final release !

    • Acumen
    • December 14, 2006 at 9:43 PM

    i always thought my name was kinda "unique" now i have to find out theres another acumen on se internet forums

    anyways, even though these colossussesus are weird to me, the map looks soooo nice

    i especially like some of the alley-scenes, which i havent seen before, they look really good, imo.

    same as the awesome wine cellar \o/

    overall its just awesome to see that piece finished, I'd love to test it in the future (hopefully, santa brings me some hl2+css package!) to see everything in motion - should be even better

  • The random model thread!

    • Acumen
    • December 5, 2006 at 5:19 PM

    i think you invested way too many polies in the small tiny cylinder objects instead saving some of them and put these in the large cylindrical objects. beacuse on the small ones you cant really tell how many segements they got, since you can't get too close to it, but for the larger parts you can clearly see the edges, which doesnt't look right, imo.

    yeh i think you repeatedly have some issues with polygon distribution on your lowpoly models :/

    but you always have a nice excuse, so maybe this is yet just another useless posting of mine

  • Hellgate: London

    • Acumen
    • November 29, 2006 at 5:55 PM

    huh O_o

    since when is this a mmorpg

    i thought its an action rpg with some added mp-modes. never ever have i read a word about it being a mmorpg O_o

    i wonder where you people got that weird (false) information from !?

  • The random model thread!

    • Acumen
    • November 23, 2006 at 4:35 PM

    i think ben mathis covers that issue a bit in his normal map tutorial. that intersecting low and hi poly thing:

    http://poopinmymouth.com/tutorial/normal_workflow.htm

    i think you can use that for your model as well, since its not a basic box object, but round shape thingie and not a level texture, but one of a model

  • The random model thread!

    • Acumen
    • November 19, 2006 at 8:11 PM

    i think the spots where the 2 wire sections cross each other don't look right on the fence. cause normally there's quite some pressure on these things so there is no visual gap inbetween the cross-sections. should be pretty easy to fix when you worked with splines, though

  • warby presents: de_wanda 100% custom map for cs-source

    • Acumen
    • November 19, 2006 at 6:01 PM

    man that wine cellar is so awesome. im not really a big fan of the outside mood and dislike these style mixes on all the different buildings and textures but that wine cellar is so awesome. did i mention that that wine cellar.... ?

    these huge wodden barrels and stuff

    its one style throughout the wine cellar scene - lovely \o/

    i'd love to see the texture map of this, cause it looks so crisp and sharp

    if i'd be playin that mod, i'd hide in the cellar all day. really cool atmosphere you created there

  • The random model thread!

    • Acumen
    • November 18, 2006 at 7:52 AM

    besides from what teddybear said, i think these 2 very blueish doors dont really fit in there. first the texture itself looks quite new when you compare it to all the crackin walls and stuff around it. it sure has a little dirt on it but the way the stairs and walls look like i'd expect not something that elegant (even with some detailled grid in it - I'd expect the grid to point inwards as if somebody kicked against it, or even some parts of it missing....) as doors, you know, only very simple wooden things, that almost fall out of the door hinge, i dont know, thats just my opinion though ^^

    well and the color is off, too, imo. it really sticks out of the scene, which is totally yellowish, like teddybear said. maybe if you'd tweak that, the blueish doors would blend in the environment a bit nicer

  • November's modelling contest - lowpoly animals

    • Acumen
    • October 29, 2006 at 2:10 PM

    ahaha, did this doodle in 5 minutes

    926 triangles

    [Blocked Image: http://www.acumen-design.de/gallery/character/bwdog_render1.jpg]

    ahahaha, just kiddin :embarassed:

    ignore me

  • The random model thread!

    • Acumen
    • October 28, 2006 at 7:22 PM

    i don't know, but my 2nd intention/argument was for the better uv usage, too O_O

    well....won't go further into that, on such a simple model

    btw i vote for the black car too !

  • The random model thread!

    • Acumen
    • October 27, 2006 at 8:29 PM

    could have saved quite some polies on the tower roof, st0lve

    would have also made the uvmapping "easier" - if you can say that on such a low poly model

  • 3DS Max Quick Normal Map Tutorial

    • Acumen
    • October 22, 2006 at 6:10 PM

    just had my try at this tutorial yesterday and today again and i must say its reallly good

    doesnt say things like "and the rest you should be able to find out" but explains it all from start to finish, which is something i really appreciate about tutorials

    my go looks like this (no real detail or anything and i doubt it can be used ingame for various reasons but still i went through the process of creating a normal map which was really interesting to see - so thanks a ton for that tutorial):

    [Blocked Image: http://www.acumen-design.de/model_pics/wip/thewall/normalmap_try_tut1.jpg]

    [Blocked Image: http://www.acumen-design.de/model_pics/wip/thewall/normalmap_try_tut2.jpg]

  • My Orc

    • Acumen
    • October 22, 2006 at 4:08 PM

    i really dislike the lower lip cause it has this razorsharp edge but the rest looks awesome \o/

    the white handprint on his face fits perfectly.

    he got slapped

  • The random model thread!

    • Acumen
    • October 1, 2006 at 8:24 PM

    why do these 2 O's and the G in morningstar hotel have to be that blocky

    the R's look just fine and don't seem to have that few edges - i don't know, such things distract me ^^

    cause the rest is so nice but the blocky parts destroy it for me :/

  • WIP - Dungeon Keeper (ModelingPass)

    • Acumen
    • September 24, 2006 at 7:49 PM

    hehe your model totally reminded me of this one from pior oberson

    http://www.pioroberson.com/modelpics/3d ... y_pose.jpg

    http://www.pioroberson.com/images/3d_aquaboy01.jpg

    http://www.pioroberson.com/images/3d_aquaboy03.jpg

    what i was wondering about, is, the uvmap on that collage looks quite quite stretched

    is that really alright ? looks really weird to me as if you forgot to use some checkermap. cause the proportions of the head looks as if you'd need to scale the uv's horizontally quite a bit.

    but i really like the zbrushed version. while the lowpoly model didn't look like it you improved the modeling too much on the last models, cause it has still the same itches but the zbrush hipoly thing is very very lovely. i like it very much \o/

  • Team Fortress 2 still alive :o

    • Acumen
    • August 23, 2006 at 11:24 PM

    omg

    just found that video on a newssite. its some ingame footage of tf2 \o/

    i think some of the scenes are of cinematic nature, but still, im just in love with the graphic style

    http://club.idg.hu/gamestar/gc/movie/da ... ress_2.wmv

  • The random model thread!

    • Acumen
    • August 22, 2006 at 2:16 PM

    i think that oversharped look comes from the catmull rom render mixed with the jpeg saving settings. looks alright in editor view

  • The random model thread!

    • Acumen
    • August 21, 2006 at 5:10 PM

    thanks

    just finished the ladder texture. so that round thingie in the above post is the top of it and can be (supposedly) opened/closed if the mapper decides to do so

    anyways here's the pic:

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/leiter1_render.jpg]

  • The random model thread!

    • Acumen
    • August 21, 2006 at 2:20 PM

    meh, only 3 more models and that stuff is done and im finally relieved \o/

    um its like a "door" that closes a rounded walk-through, underneath will be an accessable ladder that im about to texture next...

    [Blocked Image: http://www.acumen-design.de/model_pics/lejean/deckel1_render.jpg]

  • The random model thread!

    • Acumen
    • August 14, 2006 at 1:18 PM

    wow that is awesome

    some closeups and wires would be lovely. im all for such wireframe renders \o/

  • The random model thread!

    • Acumen
    • August 13, 2006 at 7:02 PM

    i hope to finish all these "realistic" models within next week so i can finally finally move over to my little personal project. i finished a first texture for it today. it's supposed to be kinda on the cute and cartoony side. but since i dont have the skill to texture 20 or more models in the same continuous style, the day i find a willed texture guy for all the models, will be awesome

    till then i'll just work on it as good and motivated as i can

    [Blocked Image: http://www.acumen-design.de/projects/hl2_diddykongtribute/props/kran_schalter_render1.jpg]

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