Thanks guys for the feedback and kind words
Focus needs to be definitely on the police car chasing the gangster car, since that is the theme of whole scene. We'll see what we can do with another camera perspective. We thought the dude falling out the window is a nice funny touch, because he was shooting at the police but then lost his gun during the crash and still tries to grab it somehow.
Posts by BJA
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Some more progress of the escape-contest scene I've been working with two other guys. Most of the stuff has a 1st artpass, vehicles are currently just materials.
[Blocked Image: http://abload.de/img/shot2ljrsxx.jpg]
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Something I'm doing for the polycount-escape-contest. I'm mainly using the portage-theatre in chicago as a reference, but won't stick completely to it so I have a little bit of creative freedom.
[Blocked Image: http://www.abload.de/img/cinema_blockout_finalcaaey.jpg]
[Blocked Image: http://www.abload.de/img/cinema_entrance_wip0138bsy.jpg]
[Blocked Image: http://www.abload.de/img/cinema_entrance_wip02d7i3r.jpg]
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Are any of you Crytekers aware of the process the vegetation artists on Crysis 2 used to create the sub-surface scattering textures for trees in game?
Not sure if this will help, but here's a short explanation from our vegetation guy:
It's a mix out of various textures. Sometimes a simple different diffuse texture (with painted black/white for sss). An overdraw map, which is there when you have multiple leaves that overlap. The RGB was the actual SSS texture, while the alpha was used for the spec.
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Have you tried the spacing tool already? tools --> align --> spacing tool
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This is very nice, haven't seen something with a unique style like this for a long time.
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Looks awesome, especially those textures! have to agree, a more stylized shape for the trees would help make it look even more awesome

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Quote from D3ads
Jesus I fucking hate
.. they're so bugged, sometimes you can get past ok and other times you do what you're supposed to and they still beat 7 bells of shit out of you...
That was probably the worst part/level of the whole game. The AI didn't work and you were basically forced to run through the level, never knowing where to go. Overall I really enjoyed the game, though I have to admit that there were some parts that were totally annoying.
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Oh yeah, I still remember your site back from the quake3 days... Pyramid of the Magician is still my favorite q3 map of all time! needless to say that your work is fantastic, so here are some thoughts about the website itself

The splashscreen at the beginning is nice, the crysis screenshot keeps you interested and makes you immediately click on it to see more...that smiling monkey is also very amusing

The main portfolio/design part gives a good overview of all the professional/amateur work you've done. I would get rid of all the links on the right side, or even better create a separate page for them to keep things a bit more organized. Right now, they leave a kind of chaotic feeling to the portfolio section.
There's a lot of text and explanation of all your levels, which is a good thing. But maybe add some videos for them? youtube videos in portfolio sites seem to be a new trend...
Your contact information/email is really difficult to find. I almost missed it on the top bottom of your site. Normally you see it somewhere in the banner or on a separate page.
The "materials section" is great, though I would arrange the content a bit different. Like this (from top to bottom): Textures --> Env. Maps --> Photography. I think it's better to show game art first and then all the bonus stuff, especially when you have some nice textures like that to show

The only thing I have to criticize about the "article section" is that it's mostly quake3 related info, some stuff for newer game engines would be awesome.
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Awesome and inspirational work, love the one with the lava

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Looks great! After only seeing the screenshots I also thought the blooming is way too much but it's actually pretty nice in the video, especially considering that you only have a turn on/off option for it.
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This looks like a cool little scene when finished
Props/assets are fine and well placed, but I would definitely spend more polygons on the building. For example the door, windows, the wooden floor in front of the house etc. The building is the main piece in this scene, so I think it should be more detailed (I know it's wip). Maybe it's just me, but the windows next to the door look like they are a bit to low?Textures are looking good so far, but need some better normalmaps.
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I don't want any pins on my chair or anywhere else, so I'll try to join the party. Though I'm not really feeling well today, I think I've gotten a flu or something else.
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Congrats! Mapcore folks always seem to win any level design or env art contest.

@voodoo: nice to see something different than fps-shooter levels here!
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Thanks
yeah, started last week as an intern 3d artist here. sitting right behind HP 
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I'm using Opera v.10, haven't tried it on other browsers. This is how it looks like when clicking on a picture http://www.bja-design.de/different/image_zeta.jpg
Not sure if it's supposed to look like that.
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That's a really nice portfolio you've got there, like it a lot! solid presentation, fast loading images, nice color scheme and easy navigation.
One small critique though, when clicking on the images they don't appear centered on the screen and I always have to scroll down to see the whole thing. It's a bit annoying after some time, so I would definitively fix that.
I also would get rid of some of your 3d models. Showing too many untextured low poly models hurt a bit the overall high quality of your level design section, imo. Other than that excellent work there!
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I already applied for the level designer position in Frankfurt, maybe I could give the environment modeller vacancy in Kiev a try. Though I can't read the russian job description

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Hourences: Thanks for the tips and little inside stories! bringing your own PC to work...wow, that's somehow funny but also really sad.
Skjalg: I think as a starter you don't really have another choice than letting you be exploit, at least at the beginning.
2d-chris: Actually that's what I'm doing and I also applied to Crytek about a month ago. And thanks for your offering to help, would be great of course

Zeta: Thanks
