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  3. atrocity

Posts by atrocity

  • The 'Core Sketch Thread!?

    • atrocity
    • November 2, 2006 at 5:55 PM

    Nice, I like the style, and the little flower. Funny stuff.

  • Portraits at a Power Plant

    • atrocity
    • November 2, 2006 at 5:44 PM

    They were a band, but then they broke up.....

  • Portraits at a Power Plant

    • atrocity
    • November 2, 2006 at 4:52 PM

    lol "SensitiveLads.jpg" the first 2 of the one guy he is really cool and not emo like. But the other oens well they are emo no doubt about it. I want to go back and get some photos for texture reference, I went inside multiple times and got all kinds of awesome shots, but I don't have them rescanned into my compy. I will try to get those up tonight.

  • Sub Surface Scattering

    • atrocity
    • November 2, 2006 at 4:50 PM

    No I have not but I heard there are some plugins or something you could use. If you begin to work with it let me know how it goes, I am not an organic modeler however it would be nice to see some work with it.

  • W.I.P. Critique

    • atrocity
    • November 2, 2006 at 4:49 PM

    I hope he does, It's pretty hard to get into there so if he does more power to him.

  • Night photos

    • atrocity
    • November 2, 2006 at 3:58 PM

    Love that first one, colors are awesome and great composition.

  • The random model thread!

    • atrocity
    • November 2, 2006 at 3:46 PM

    Thanks I am a little scared to start texturing it cause I'm fairly new with texturing models, so I am hoping I can do a good job so it looks good in game .

  • The random model thread!

    • atrocity
    • November 2, 2006 at 3:44 PM

    Here is an electrical transformer I made, I still need to texture it but hey I learned how to make my first normal map.

    [Blocked Image: http://atrocity.vertexninjas.com/levels/models/full/model_transformer.jpg]

  • Seamless normal map modeling, any tips?

    • atrocity
    • November 2, 2006 at 3:41 PM
    Quote from Nysuatro

    Maybe he had a bad experience ^^But yeah, its a great side

    HaHa lol

  • Portraits at a Power Plant

    • atrocity
    • November 2, 2006 at 3:38 PM

    I took a few friends to a power plant and shot some pictures. Hope you guys like them.

    [Blocked Image: http://atrocity.vertexninjas.com/photos/full/portrait008.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/photos/full/portrait009.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/photos/full/portrait010.jpg]

    [Blocked Image: http://atrocity.vertexninjas.com/photos/full/portrait011.jpg]

  • Now playing

    • atrocity
    • November 2, 2006 at 3:35 PM

    Awesome story Furyo, glad to hear someone is getting to play the games we are all dying for. I am also checking in for a 2-d game called

    cave story

    If you like 2-d shooter games give it a look up, quite amazing work for only one guy making it.

  • Very impressive

    • atrocity
    • November 2, 2006 at 3:28 PM

    O hell yeah it would, that would be awesome. Nice find

  • MapCore Job Census

    • atrocity
    • November 2, 2006 at 3:28 PM

    Really cool to see how many people have made it into the industry and are here. I'm glad to be around you guys and hopefully at some point I can get my name up there.

  • Seamless normal map modeling, any tips?

    • atrocity
    • November 2, 2006 at 3:10 PM

    I learned all of my Normal Mapping tricks from Ben Mathis a character artist at Neversoft. His website though seems to be a sick joke http://www.poopinmymouth.com he has all kinds of tutorials teachign various tips and tricks. I know you are thinking thats pretty sick, but in all honesty it's his real website.

  • W.I.P. Critique

    • atrocity
    • November 2, 2006 at 3:07 PM

    Ahhh a Nuclear Dawn guy Very nice work though. I would love to sit down and get a blue print of the plant and remake it, unfortunatly I don't have it. I have been into Urban Photography for awhile and have been workign on various things from photos I have taken.

    The back end of Gasworks was completly restructed off of pictures I took in a powerplant. I think workign off of reference is pretty cool especially if you can go to the actual place and view it.

    SA74: I am honestly inspired by the guys work on that powerplant cause he did an excellent job. The orginal purpose of my level was to prototype thigns in hammer that no one has ever seen before. However after I played the Gun Game server mod I decided I wanted to convert it. I do agree in the end I could have put A LOT more detail into it, and if I was smart I could have used my knowlege of max to push the level even further but failed to do so because of time restrictions.

  • W.I.P. Critique

    • atrocity
    • November 2, 2006 at 12:13 PM

    Well I can't deny that level designer did a great job with that. I think if I had the models or textures, well time too I could have achieved a simlilar effect, but going through game design school has not given me a lot of time to work on levels recently.

    For the people who commented on crossfire thanks for the compliments, there are a lot of changes I have been making to the level still, because a lot of it looks uniform or in some cases doesn't make sense. I also have been doing gasworks which has some custom textures and models. I will be releasing screenshots after Black Mesa's next media release.

    [Blocked Image: http://atrocity.vertexninjas.com/ref01.jpg]

    That's the actuall photo I went off of. It's a room similar to the one I posted but has cooler pillars and more interesting architecture all around. I really like the person who did the other rooms work obviously pretty well done.

  • Now playing

    • atrocity
    • November 2, 2006 at 2:35 AM

    O man new Rainbow six is ILLMAZING. I love the repel animation it makes me wish I could actually animate well.

    I am playing

    Dungeon Siege

  • W.I.P. Critique

    • atrocity
    • November 2, 2006 at 12:05 AM

    That can be a good and bad thing. I think it's cool to show what you can do with default materials, however I think having your own sometimes makes your maps stand out a little more. I am going to be doing a whole environment in Max with all custom textures, so I am hoping it turns out good.

  • W.I.P. Critique

    • atrocity
    • November 1, 2006 at 11:58 PM

    Ryukolink: Thanks for the complements. I have not played HI so I don't know about it's gameplay, however I am sure it's a lot of fun As for the input of the awnings etc, very good idea, it would make the building stand out a little more and obvious give it a realistic push.

    Teeluu: I do agree that some variation aloen would give it some more depth, as for crates in Factory, the GunGame mode of play is all about fast action and cover, and I realized one of the best ways to get cover was the cliche crates. It doesn't look too bad, but I can clearly see where you are coming from.

    Section_Ei8ht: Glad to see you are still alive, it's been awhile since we have talked.

    Minotauro: Thanks for the comments man

    Reno: He man glad to hear from you, it's been awhile. I looked into Outerlight but unfortunatly they are a little too far away . Love the ship though. As for the skyboxes I know Rust could use an ice one. Industrial like and perhaps a C17 styled mix with it. Autumn has a skybox a 1:1 scale cause of the tree models, but I guess hills etc would have made it better.

    FrieChamp: GG_Factory was made off of a few shots like this one

    [Blocked Image: http://i3.photobucket.com/albums/y64/RedDragon0719/RPS/Power%20Play/IMG_1096res.jpg]

    There were other ones I cannot find right off of the bat, but it had other photos, it's actually another room I got the big arch ways off of.

    Autumn was rushed. I wanted to make a level for Gun Game that looked good in a short amount of time. The levels for Gun Game are really easy to make because of their simplistic layouts. I do agree though more cluiff faces would really have poped out it's boring horizan line.

    Rust was a map mapped ahiwle ago for HL2:CTF that I think now I am going back and trying some CSS textures and putting a hint of HDR in to make things pop. I never overly push this through out the whole level cause I think it can ruin a map. as a matter of fact I think the shot of autumn was tuned down after I took it, though it had a decent dreamy effect.

    OrnateBaboon: I usually think of a theme or an idea in my head an go. Sometimes I work off of a simple sketch or photo. I do agree if I would have modeled some things for Rust to pop out more it coudl have had a better effect, however it was for Hl2CTF so it needed to have that HL2 feel to it. I do agree with your comments on Factory, I think it could have been pushed a lot further and actuall had some pipes and machines in it.

    Von*Ferret: Thanks for the compliments, can't wait to hear what you got for me.

    BlackPanther: I do think some of the environments are a little blocky, but Some of my reference clearly implies a lot of blockiness. I think if I had more variety in here it might make it better.

    Thanks again for all of your comments if you got more, I'd love to hear them. I am going to put up a few more shorts shortly.

  • W.I.P. Critique

    • atrocity
    • November 1, 2006 at 4:05 PM

    First off thank you for all of you replies, and a lot of you have gave very valid points. I have to run out for a bit, but when I return I will write person reply back to everyone.

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