looks good ![]()
Posts by e-freak
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well GTA IV and L4D both released pretty much the same time for pc and it didn't hurt either of them.
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Quote from e-freak
With Valve opening Steam up for Mods its gets easier again though. You can really see the Patch history of DIPRIP, Synergy or Zombie Master getting much more faster since they have the ability to get it straight to the players. Imagine more and more mods getting into automatic update process it will hopefully give back some of the gold-src spirit.
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cool shots and different from what we see usually

a few nitpicks: I wouldn't break the background, the line isn't completely straight and it takes the focus away too much. it could also help to move the background further away and what we do at product shootings is light the background from below and behind to further soften the shadows (or remove them completely) and have a smoother appearence for the background. On the lighting of the objects: Esp in the firt shot it seems you've lit the scene from the front directly, which is not bad, seeing you really want to focus on the egg but you should play around with a setup of multiple lights from different directions as it will most probably not only kill the very black shadows below the egg and below the hammers emboss but might actually help with the surface structure of the egg. while you might want the hammers material to really stand out it might compose better with the message of the scene if the egg's surface is smoother.
crappy photoshop with above mentioned things (apart from the lighting)
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I like it but the movie shot is much more grittier (not just the jpg fragments
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Woha, the Sandbox Updates sound superb. I just hope we get the license at university for this upgrade...
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The shrine/temple could need some more zombiefication/fortifiedeness (like the church or the house in death toll)
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Quote from Erratic
It is?
http://www.thetailsection.com/index.php ... half-life/
http://kotaku.com/310606/lost-found-in-half+life-2
http://kotaku.com/310631/the-lost-numbers-in-hl2
and vice versa
http://www.halflife2.net/forums/archive ... 03653.htmlExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.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.http://www.dailylost.com/images/Richard_Alpert.jpg (Richard Alpert comes to see John Locke in Hospital and the Shot is more than close to the G-Man encounters in Half-Life (office complex))External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.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.You can actually hear the Devs commenting on this in Episode 2 and how they got in contact with JJ Abrams (that's his name, isn't it?)
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Well timing fits and it's a well-known fact that Valve and the Lost-Crew are working together (Lost is full of Half-Life elements and Episode 2 featured some funny Lost easter-eggs). The movie is great but I don't think it's viral marketing for Episode 3. The ITTP-Poster is still the only known artwork/ad for Episode 3 it seems

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isn't this a Wii game?
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I can see your point, but certainly, Source sold a good bunch of licenses as well
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I like them. you pulled off the faces not pitch black but still the key element on the kicker-lit silouette. good job

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Moon shooting is especially hard as you will have constant movement within the atmosphere (clouds, dust and stuff) which will blur alot.
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smokin' aces is f* awesome "hey brother, you're in heave now? - ye i forgive ya, it's beautiful up here" (that's the line isn't it?)

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solid work! not sure about the first ones huge height-differences (it seems there's a step back in the middle part?, which might look a little bit random in todays engines (if it's for a close-to-eye wall).
edit. beaten by hessi

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oh snap, i think i've seen some of the features. this sure is gonna blast

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well he's right in so far that the photographer must have a pretty clear image in mind of what he want to achieve, when he's going to shot the image as close as possible and later on develops the image to come even closer to what he's got in mind. That's always been the trick about photography, manual or digital - the medium changed, the processing didn't and still makes a snapshot into an artwork.
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The Neon Signs seem to be fullbright - keeping the models a little bit lit/shadowed will help the readability alot.
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wow - great update. Looks very nice! good work.