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  3. marque_pierre

Posts by marque_pierre

  • Finding a mod team worth your while 101

    • marque_pierre
    • August 31, 2005 at 12:15 PM

    Do anybody here have any clues about the HL-Nightwatch recent relaunch? I know a few Mapcoreans have been Nightwatchers in the past, and perhaps still are. What's up with Nightwatch? I joined a good while ago to make textures, because I thought the mod had promise, pace and direction. Then all went quiet. Now I rejoined the other day. Let's see...

  • help - max's 'render to texture'

    • marque_pierre
    • August 31, 2005 at 12:12 PM
    Quote from kleinluka

    that guy works with me

    Kinda makes you look good, doesn't it? :wink:

  • Another portfolio site...

    • marque_pierre
    • August 30, 2005 at 11:22 PM

    Yeah, nothing new for you Cap1. But I don't think I have had it crit'ed here at Mapcore before...

  • Another portfolio site...

    • marque_pierre
    • August 30, 2005 at 9:56 PM
    Quote from Captain P

    The subtitling in the lower left of my browser was funny, bytheway. Nice touch.

    Glad someone noticed at last!

    Quote from Zacker

    I have always really loved that creative design:)

    Sounds like you have known it for some time? Do I know you?

  • Another portfolio site...

    • marque_pierre
    • August 30, 2005 at 7:44 PM

    Hmm. The idea with the many different sub areas was so you could easily find exactly what you were after, and only that. I guess that is not working out right.

    I did consider to use more colours like a traditional periodic table, but I think the strength of the design is its simplicity, hence the drama and high contrast of only, red, black and white...

    The font I use everywhere is either Hattenschweiler or Impact, for consistency. But I have heard people complain about that font more than once, particularly if they don't have it installed. Perhaps a change is in order... :roll:

  • Another portfolio site...

    • marque_pierre
    • August 30, 2005 at 6:01 PM

    Whoops. Well, the site is designed to run optimally on Internet Explorer. There are some of the roll overs I just can't get to work right in Firefox.

    AS for your suggestion, thanks. But don't you think that the spatial set up kind of underlines that these groups are different categories. At least that was the idea...

  • Another portfolio site...

    • marque_pierre
    • August 30, 2005 at 5:20 PM

    Any ideas of how I could make it less disorienting without loosing the style?

  • Another portfolio site...

    • marque_pierre
    • August 30, 2005 at 5:17 PM

    Any crits and comments would be welcome!

    The contents are a bit old, but I am more interested in your opinions on the site design and layout...

    http://%7boption%7d

    Fire away!

  • Portfolio!

    • marque_pierre
    • August 30, 2005 at 12:56 PM

    Looks great Minotauro. Why the Portuguese titles? Are there really that many games companies in Brazil? Switch to all English I say...

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 24, 2005 at 7:17 PM

    Interesting perspective Zacker...

    I remember when I first told an industry insider that I wanted to be the best texture artist in the world in 2010. He was amazed, because he had NEVER heard of anybody growing up wanting to be a texture artist...

    Another story, from my lecturer in texturing at university. She told of one of her former colleagues who was crap, with her words, but he went to work for Rockstar North, and they were raving over his work, which really made her appreciate how desperate they must be for solid texture artists.

    Anyway, that just underlines that we need dedicated ressources and knowledge sharing for texture artists all the more!

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 24, 2005 at 6:53 PM

    It IS being built as we speak. Watch this space...

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 22, 2005 at 12:39 PM

    Guys, it is not so much about having all exclusive bragging rights, because you are a texturing artist. A little more recognition for the massive work we do, would be nice. But at the end of the day, these are just symptoms showing how the world views us (the guys who takes a photo and maps it on a wall - how hard can that be?) and the place we have in the greater pecking order of CGI and games. Yes, they cannot live without us, we all know that, I hope the art directors, games designers and studio heads also consider that from time to time. And I do feel our worth is not completely reflected in paychecks, PR and general respect. But I just want a place to call our own. I want a place where all walks of texture artists can meet, learn and grow together. A place where you can go absolutely crazy discussing techniques for building a tiling hand painted texture from the bottom up, the best blend modes for rust on metal or what ever... Yes, I can do that at CGTalk, Mapcore or 3D Total, but you DO have to sift through a lot of irrellevant stuff before you find the real gems, because you share those places with soooo many other kinds of artists...

    Take the animators for example. You got animation mentor, the 10 seconds club, CG Char, AWN and many more. Explicitly dedicated to just character animation work. I just want a fraction of that, for the benefit of everybody...

    BTW, nice work ReNo. Gritty Doom/HL and cartoony art is not the only styles we can do. It is always nice to see someone with balls enough to try something new and different!

  • Job Stuff

    • marque_pierre
    • August 22, 2005 at 12:36 AM

    What are you kidding me? We were buddies in university... Still are! Watch that kid, he's got drive, direction and determination...

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 21, 2005 at 10:22 PM

    Kosmo:

    Well, obviously my posts were a tad propagandistic, but you should be able to see through that, and there is also great truths to be found in the surreal, particularly for a jedi such as yourself. At any rate, if you think what I am saying is the biggest load of bull shit you have heard today, then you must have had an absolutely stellar day today, and besides you are of course entitled to your opinion.

    Do anybody else have any opinions and points of view relating to the original topic?

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 21, 2005 at 9:06 PM

    Kosmo, it is not the name here. See beyond that. :arrow: Look at what Klein is saying...

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 21, 2005 at 8:15 PM

    That does it, dammit , I am gonna make a texture world, so big they can not ignore us anymore! We are gonna have texture world championships, texturing groupies, texturing magazines, texturing tv shows, texturing schools, texturing CDs, texturing DVDs, texturing LPs, texturing gurus, texturing hall of fame and a texturing government to lord it over all of the animators out there, who thinks that just because an unnatural movement can be spotted miles away, then that is not also the same for a tiling pattern or a hard edge in a surface. DAMMIT!

    And there will be outright death penalty for even just hinting, that texturing is just 2D, hence not as respectable as other 3D work!

    I am dead serious. Watch this space!

    - this has been a texturing public message -

  • Why do texture artists always get shafted?

    • marque_pierre
    • August 21, 2005 at 6:53 PM

    What is it with the world and texture artists?

    Pixar releases a new film - the animators get to tour the world, basking in the spotlight. When you ask who did the shader work, you kinda get the feeling that they are not even located on the same campus as the rest of the crew.

    There are millions of dedicated tools, forums, books, magazines and what not for animators. Modellers have quite a few as well. The grape wine has it that the top dogs, earnings wise, are the character animators, with the texture artists at the bottom, in your regular games company. And the beat goes on...

    As far as I know, the devil is in the details, and nobody holds a tighter grip on them, than the texturers! We control the look and feel of the visuals more than any other function.

    We hold the power and it is time we stood up, put our foot down and made the world realize and submit to that power!

    Texture artists of the world, UNITE!!!

    I mean, why isn't there a dedicated place for texture artists? I would love nothing more than sitting and discussing everything from tilable environment textures and alpha mapped decals to specularity maps for characters and plugins for unwrapping, the entire day long. Am I the only one who burns for texture work to the exclusion of most anything else(okay that's not entirely true)?

  • Job Stuff

    • marque_pierre
    • August 21, 2005 at 6:27 PM

    Congratz Iggy. Say hello to my buddy Christiaan in the animation department!

  • Google Earth - Mapcore Members

    • marque_pierre
    • August 21, 2005 at 6:24 PM

    marque_pierre

    Liverpool, UK

  • TEXTURE DANCE OFF : Cartoon Texture

    • marque_pierre
    • August 5, 2005 at 4:19 PM

    Looks great Adam. As usual. May I suggest more colour variation on the large surfaces of red, orange and blue in the top left corner of your flats. You have something very nice going in terms of colour variation in a flat area in the bottom left corner of the flat...

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