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  3. BJA

Posts by BJA

  • WIP in WIP, post your level screenshots!

    • BJA
    • May 28, 2014 at 12:51 PM

    Nice concept and great execution so far! I know it's all wip, but the moss on the ground looks a bit random. Would also help for gameplay/player leading to make the stone path more like in the concept.

  • HR Giger has passed

    • BJA
    • May 13, 2014 at 11:20 AM

    Sad news. I wonder if he did any art in the last years because when you look him up on google, all you find is artwork from the alien movies and that's a long time ago.

  • Gravity

    • BJA
    • May 13, 2014 at 11:17 AM
    Quote from (HP)

    lol, actually it's pretty 50/50. People either hate it, or love it.

    Guess you have to watch it in a cinema with a big screen in 3D, then you love it. Not sure if I would have enjoyed the movie so much on a normal TV.

  • Mathis Widrat - Environment Artist

    • BJA
    • April 3, 2014 at 1:20 PM
    Quote

    So if anyone finds some kind of "No-Go" on my website, please don't hesitate to tell me.

    I think the website itself is fine as it is right now. As mentioned you might want to change the header from "level design" to "3d artist", your contact info is also easy to find, so no need to change anything there imo.

    You might want to finish the assets from the 2014 section though before applying? the halo door is finished, but there are still a lot of baking/shading errors in the final asset, same goes for the M2 Browning weapon or the Foxhound. High/lowpoly modeling looks good though. Just finish what you started, that's really important.

    I really like the Chase environment, but I think you should make it clearer what exactly you did there. "My job was to make a the entire level." sounds a bit vague, especially since this was a team project with 8 other guys. Did you do all the set dressing, lighting, assets, modeling, texturing?

    Same goes for the Badland level, it's really hard to tell what you did there.

  • Batman: Arkham Knight

    • BJA
    • March 31, 2014 at 1:10 PM
    Quote from BJA

    I'm wondering if they are using the latest UnrealEngine or something like UE3.5? but no matter which version they are using, still looks pretty amazing.


    Also, it's pretty safe to say that this shot is altered.

    http://nl.images.multiplayer.it/thumbs/images/…_1400x0_q85.jpg

  • Batman: Arkham Knight

    • BJA
    • March 31, 2014 at 1:09 PM
    Quote from (HP)

    Those are obviously "staged" screenshots, or promotional screenshots if you wanna call it. But still... it looks absolutely jaw dropping, from lighting to materials, to the art execution.


    I'm getting the vibe from that infiltrator demo Epic did too, probably sorta the same tech.

    I'm wondering if they are using the latest UnrealEngine or something like UE3.5? but no matter which version they are using, still looks pretty amazing.


    Also, it's pretty safe to say that this shot is altered

    http://nl.images.multiplayer.it/thumbs/images/…_1400x0_q85.jpg

  • Respawn Entertainment's - Titanfall

    • BJA
    • March 10, 2014 at 7:18 PM

    The game is getting excellent reviews so far, can't wait to pick it up. If I hear about any layoffs whatsoever this time then I'll probably lose my faith in this industry...

  • Batman Arkham Origins

    • BJA
    • March 6, 2014 at 10:51 AM

    It has rain therefore it must be next-gen. Looks great, characters were always quite impressive in every batman game so far. Also good that you have vehicles this time!

  • DE: HR - Dr Megan Reed's Office

    • BJA
    • March 4, 2014 at 12:34 PM

    That's a lot of props you had to do for such a small room turned out really great!

  • Wolfenstein Returns?

    • BJA
    • February 25, 2014 at 10:12 AM

    They fixed the blurry textures but the pipes are still looking as lowpoly as in Rage screens are looking great though.

  • Ats Kurvet - Lighting Artist

    • BJA
    • February 15, 2014 at 9:14 AM

    I really like the portfolio site, it's simple and straightforward with big images.

    What's with the screenshot of the forum section for the last mission? looks kind of flat, I remember it to be much nicer in the final game. Also having the main character in the middle of the screen is kind of distracting. Other than that, amazing lighting work on the game!

  • WIP in WIP, post your level screenshots!

    • BJA
    • January 10, 2014 at 3:01 PM

    Nice shots Great to see you guys are still working on phobos.

  • Alien: Isolation

    • BJA
    • January 7, 2014 at 12:30 PM

    That's some awesome looking alien! I have really high hopes for this game, please don't disappoint

  • [UDK] Yet another post apoc scene...

    • BJA
    • August 25, 2013 at 5:33 PM

    Superb work! one of the best environment scenes I've seen in a long time.


    I really like all the overgrown vegetation, guess you missed Crysis3, huh? Not sure if it was your intention but the ivy leafs look a bit big, making it look a bit stylized.

  • [CE3] Abandoned 1920s Hotel

    • BJA
    • August 25, 2013 at 5:22 PM

    Wow, that looks pretty good! Since the windows are open, I think it would be cool to have one or two curtains blown by wind a little. Kind of like this: http://www.worldofstock.com/slides/WOS8427.jpg

    I also think background buildings you can see through the windows would add a lot to the scene and make everything a bit more believable.

  • The random model thread!

    • BJA
    • August 12, 2013 at 11:01 AM

    Vertex colors weren't allowed for the contest. I also thought mash ups of several games was against the rules. Nevertheless, nice final submission! though I don't know any of the games you mentioned

  • WIP in WIP, post your level screenshots!

    • BJA
    • July 31, 2013 at 8:36 PM

    Nice to see some new stuff from you Helder I already like it so far, but here are some random thoughts that could add to the scene, imho.

    - the trees in the background are simple planes, right? I don't think they work very well from this distance. They would be ok for vistas, but from this close it looks to fake.
    - the metal beam at the corner is clipping through the ceiling. I also don't like those repeating 45degree angled bevels you added there. Makes it look kind of sci-fi. Just keep it bland, you don't need to add details everywhere
    - the broken holes in the ceiling look too low poly, imo. Adding edge decals and cracks would help i guess.
    - i think the moss is maybe a bit too randomly placed?
    - that bit root coming from the ceiling hole looks kind of out of place. I'm just wondering where it comes from.
    - windows are way too clean. For the ceiling windows I would add fallen leaves on them.
    - add water/droplets coming out of the broken pipe and place a puddle stream there leading to the broken hole in the ground. Would break up the concrete ground a little, imo.
    - I think there are too many X-shaped beams at the wall. I like the big ones, but would get rid of the small ones underneath the windows.
    - Some more leaks and dirt spots for the concrete, which looks a little to greyish and bland
    - I see you added some blue/red paint splashes at the walls. I really like them, because they spice up the scene colorwise. I would make them stronger though and only use 1 color (get rid of the red or blue). Here's a ref image

    http://2.bp.blogspot.com/-C-CxKcaalXo/U…e_by_Vovkun.jpg

    - That's a red metal door at the wall, right? because at first I thought it's a little room with red light. could be just me being stupid. There's also a samll gap at the right side and you can see the outside.
    - is this scene supposed to be a warhouse? or a hangar for planes? or something else? it's a bit hard to say. Maybe add apropriate assets, small props to make that clearer.
    - since this is an abandoned place, add some animals like birds to give it more life.
    - the vegetation is a bit too much of the same green. some colorvariations of the leaves would help, imo.

    Not sure if this was just a test scene where you wanted to try out new techniques/workflows and a new engine. I would definitely continue working on it and finish it!
    Oh and for your next scene, please chose a more appealing scenario...I've already seen too many warehouses

  • WIP in WIP, post your level screenshots!

    • BJA
    • July 12, 2013 at 7:11 AM

    Nice little scene, good choice of colors I would rework the floor tiles a bit. Imo, the space between the plates is too wide and dark resulting in a kind of comic-look. The tiles used for the walls are way better.

  • WIP in WIP, post your level screenshots!

    • BJA
    • June 25, 2013 at 10:06 PM

    That looks really nice, has some potential to be an awesome portfolio piece

    I don't think the sand ground fits in there. Makes you wonder if it's supposed to be a forest or a beach scene. Also don't be afraid to spend some more polygons on those trees and rock stones.

  • WIP in WIP, post your level screenshots!

    • BJA
    • May 11, 2013 at 4:28 PM

    Here's our final submission for the escape contest. Hope you guys like it

    [Blocked Image: http://abload.de/img/shot17ppzq.png]

    More images and wip stuff in this thread:

    http://www.polycount.com/forum/showthread.php?t=118098

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