You deleted your other post!
(Kids, we have kids on our team?) By the way, nice video.
Posts by Squirrelly
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Well, my mistake, you did an excellent job. Photo-realism isn't necessarily bad for games, but for future employers it may be. They want to see that you have the talent, and can actually develop a texture by hand rather than photosource all of your work. Start by scratch, and work your way up. Also, working with one reference isn't normally the greatest of paths to go. Like I said before, it lacks creativity. Read evillair's post at pixelMorgue about what makes a good applicant.
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If it was photo-realism he was looking for, than he achieved it. It does look good, don't get me wrong, but it looks like he just slapped the offset filter to it, unfortunately. It just lacks creativity, in my honest opinion.
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Post your reference so I can see the differences.
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Way too photo-realistic man. It doesn't look like you edited it that much. :\
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Aerosmith - Living On The Edge
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That's Duke3D?
At first glance I thought it was Half-Life. Very nice work. -
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That's got "Punisher" written all over it. Very nice work.
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.net > .com
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Old school FTW!
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Wow... that's all it deserves. A wow factor of 10.
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Quote from Minotauro
That's amazing dude. Did you completely handmake it from scratch ? (Imean, without using any photo sources)
Yes, 100% Photoshop. Those are also including the two red signs with warnings/ specifications as well (they were already in a brush pack I had).
Quote from Darklooks really cool, what did you do to make it?
Basically the same way you develop a web template, by creating the "content boxes", and working your way up by adding fine details. It's amazing what the gradient tool can do.

Thanks for the comments guys!
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How the hell is it a hoax, especially when you posted a link to a thread including identical pictures...

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So, what, we damned Americanos won't be able to see it? Fuck that.
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It's purty (FarCry scene).
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Juno Reactor - Pistolero
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I've been a level designer for the Battlefield series since Coincoin developed ED42 (a tool used by many before the official editor was released), and I can't believe that some of you think the editor for Battlefield 2 is "more flexible" than Hammer, Radiant, or another equivalent. First off, I've never mapped in any of the editors I've just fore-mentioned, but I can tell you, the Battlefield editors are limited to what you see. Literally. Sure, you can develop your Heightmap, Colormap, and Detailmap in Terragen, edit it in Photoshop, and re-implement it into the editor, but that's about as far as it goes.
There are no entities. You cannot implement custom content (unless it was for the previous two installments, and this is discarding textures for terrain). There are no options to choose what type of gameplay mode you wish to choose (or create). The list goes on and on; that's how restrictive it is. I'm not trying to inflict my opinion here, but I find it amusing that a select few of you think it has endless possibilities, when in fact, it has very few possibilities.
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