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  3. KoKo5oVaR

Posts by KoKo5oVaR

  • XCOM: Enemy Unknown

    • KoKo5oVaR
    • March 7, 2012 at 6:09 PM
    Quote from Dark

    That video got me intereted in the game.

    Me too

  • Brasil

    • KoKo5oVaR
    • March 7, 2012 at 4:25 PM
    Quote from Minos

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Are you man enough?

    • KoKo5oVaR
    • March 2, 2012 at 10:41 PM

    I found this graphic and it is actually crazy that the incidence of testicular cancers tripled in some country since 1944 to 1988

    [Blocked Image: http://ars.sciencedirect.com/content/image/1-s2.0-S0022534705634234-gr2.gif]

  • Are you man enough?

    • KoKo5oVaR
    • March 2, 2012 at 10:19 PM

    Dude, i'm impressed on how easy you take it ! Stuff like this is never funny at all, but hey; how else could you take it after all !!! Get this damn ball getting cut fast !! Wish you the best for the next exams man ! Take care !!!

  • Is this Doom 4?

    • KoKo5oVaR
    • February 28, 2012 at 9:41 PM
    Quote from Zombie

    That was the reason I got in to the games industry, sex, drugs, and rock'n'roll. What a huge pile of baloney that turned out to be

    Man the dream is not over, you can still try to be a drug dealer on the streets and get a nice squat

  • new baldur's gate?

    • KoKo5oVaR
    • February 28, 2012 at 9:03 PM

    o_o

  • Chrome Engine 4 Level Editor - ChromED

    • KoKo5oVaR
    • February 28, 2012 at 2:41 PM

    Man it's awesome, i thought you were actually building a level for a rts game at first

  • Congrats to koko5ovar

    • KoKo5oVaR
    • February 28, 2012 at 11:04 AM

    Thanks guys !!! :]

  • Congrats to koko5ovar

    • KoKo5oVaR
    • February 27, 2012 at 10:57 PM
    Quote from Nysuatro

    And now you can also visit me in Brimingham. Yeeeey!

    Oh man i didn't remember you were working in the UK ! totally dude :]]]] !!! We have to do that ! I will be working on the totalwar ip, just wanted to figure out how it feels to actually work on a game you'd like to play. :]

  • Congrats to koko5ovar

    • KoKo5oVaR
    • February 27, 2012 at 10:19 PM

    Don't worry marks, he would have known it :]]

  • Congrats to koko5ovar

    • KoKo5oVaR
    • February 27, 2012 at 9:56 PM

    Oh ! Well thank you guys :]] !! Thank you for your help btw Marks ! I still didn't figured out where to live !! But too bad, I wanted to do the surprise to dux, drink some beers in a dirty welsh pub and check out how many new tattoos he got !!!

  • [CE3] Beach Bar Environment

    • KoKo5oVaR
    • February 27, 2012 at 6:23 AM

    Cool man !! What would be super awesome too imo is to have your lighting surexposed like in the concept, i understand you don't want your textures to be burned so they can still be visible, so maybe you could find a way to get a more warm feeling for your scene.

    What's nice in the concept is that the areas in the shadow are ice blue (but not dark) and everything in it seems to be washed out; the sun is burning orange and this is where contrast (detail) is. There is also those areas of pure black to make the house stand out from the environment.

    Everything is complementary colors working together : blue/orange , red/green , yellow/purple. I don't know how the cryengine works, but maybe you could use something like vertex color to help you getting the same feeling !

    Also don't forget the dark line of blue in the horizon to separate the sea from the sky

    Very good job anyhow !

  • UDK scene progress thread

    • KoKo5oVaR
    • February 25, 2012 at 5:12 AM

    [Blocked Image: http://img2.moonbuggy.org/imgstore/pigeon-makes-boy-cry-with-shit.jpg]

  • UDK scene progress thread

    • KoKo5oVaR
    • February 25, 2012 at 3:56 AM

    yes indeed.

  • [CE3] Beach Bar Environment

    • KoKo5oVaR
    • February 25, 2012 at 3:53 AM

    Very nice Pogop !! It's true your textures are very noisy (eye catchy) for the moment. For example you could use 2 different type of sand to blend together as a use in your composition :

    The eye catchy one you already have :

    [Blocked Image: http://sophie-g.net/photo/nature/pct/sable1.jpg]

    And a more neutral one like this

    [Blocked Image: http://fionadelalande.files.wordpress.com/2011/03/sand-texture.jpg?w=570]

    Same thing with the wood planks or the rocks for example, that could help you to create "opened" and "closed" spaces for the eye in your composition

  • UDK scene progress thread

    • KoKo5oVaR
    • February 25, 2012 at 3:40 AM
    Quote from deceiver

    How's this hotness going?! No new updates since the new year!

    Gone after i decided to not protect my computer against viruses. That will teach me :[ But i'll make something else !! Thanks for the thought tho :)

  • The random model thread!

    • KoKo5oVaR
    • February 25, 2012 at 3:33 AM
    Quote from knj

    A lil bit of my work i like graveyards i don't want to damage the cross too much, so it is lightly weathered

    some of you may say that i didn't damage the inside details, but i did it by puprose, looking at the refs most of the "insides" are barly touched, so i dont want to destroy the details, but i will work on the actual texture to make it look worn out

    [Blocked Image: http://knj-environment.com/img_test/stone_cross.jpg]

    You are such a gothic knj ...

    Love it !! It actually doesn't need more details imo, especially if it's intended as a 512* texture on a lowpoly; you could easily do all the rest of the detailing on photoshop !

  • The Elder Scrolls V: Skyrim

    • KoKo5oVaR
    • February 23, 2012 at 11:13 PM

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  • Half-Life Cry Of Fear (Release thread)

    • KoKo5oVaR
    • February 23, 2012 at 12:52 AM
    Quote from PogoP

    Why don't they just use a more modern engine? I find these mods really visually jarring, when you have super high res, normal mapped textures on low poly geometry. It's kinda like using a high-res texture pack for Minecraft.

    It's not a bad thing, it's original, like an amish riding a horse on a highway or a hipster wearing 70's clothes ! helps getting it downloaded :derp:

  • Dear Esther Getting Commercial Release

    • KoKo5oVaR
    • February 21, 2012 at 8:38 PM

    So yes i bought it and played just 15 minutes ago, it was amazing Robert !!!! I really hope you'll continue on that path, you can't imagine how happy it makes me to see stuff like this ! Many people won't appreciate the experience or find it too pompous,(something i can totally understand) but to me it is worth every dollars i put into buying it. Personally i literally had a lot of fun, just because of the intuitive process of linking elements to find out the meaning. Like a dog gnawing on a bone to break it and find the substantial marrow.

    So what i understood of the "game", this is only my own interpretation, maybe it was not intend this way (and i'd really love to hear the meaning you wanted to convey Robert !!!! :) ) don't read it if you didn't played the game yet!!!! or you will be contaminated by my own interpretation ((((((SPOILERS)))))) :

    Quote

    Basically this is the journey of a man in his mind and memory just before his death. (The hospital bed on the highway and the heartstarter near the boat )

    The island is the ego, his self, rocky and unmovable; but still filled with lots of wrecks that are his past memories, and as he travel to death, he explores those reminiscences of his life. The player has the help of a flashlight to lighten those memories in decomposition.

    The ocean is the void ( what you could call the death), in the middle of which the ego (island) lies, and as time pass the island is slowly being worn by the ocean. If you go into the water, everything goes to black and a voice tells you to come back ( getting to rediscover all your memories and your mind before death )

    The caverns are the unconscious, you can tell it by the drawing of synapses, electronic circuits and chemical elements drawn on the walls that symbolize the complex inner work of the brain, and also with the contrasting complexity of the composition and the huge architecture reminding cathedrals helped by candles to symbolize its spiritual (infinite and thus non accessible) nature. The player also loose his flashlight once being thrown into the hole of the unconscious as way to tell that he can't no longer guide himself in these caverns. The waterfalls and the holes in which you fall also symbolize the force of the unconscious that is too strong for us to resist the flow ( i especially like that part when you let yourself floating in the water to find some paper boats which had the same destiny ).

    Lighthouses could be dreams or the highest points of the ego, you start from an old small lighthouse to go to the modern huge lighthouse that is the highest point of the ego (the island). I guess the idea is to go the highest point of yourself to have a complete view over all the island (the ego) and thus the idea of get to completely know yourself before death. In that idea, i love your use of verticality, especially the part where you climb that sinuous path to the house silhouette in gloomy sensual and warm light (like a dream) and once you get there, everything is already in ruins, echography photos are already worn and the eggs are already opened. Thus saying that the journey doesn't stop there as you go down the path to the ocean, then you have two paths, either a little bay to go into the ocean (death) or find a cross shaped boat wreck and then fall into the cathedral of the unconscious . (beautiful part)

    The phosphorescent paint may be the way to lighten those hidden parts of the mind but i'm not sure.

    Candles i guess symbolize spirituality and are present in the last part, they guide you when before you only had your flashlight. Also night fall and everything becomes much more obvious in terms of orientation when you climb to the lighthouse in contrast to the start of the game where you have to guess where to go on yourself. Like if everything was all clear.

    Display More

    Well all in all it was amazing Robert, i enjoyed it to the best; amazing art, best environment narration i've seen in a videogame of my life, great idea and maturity. HIGH FIVE

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