Very nice work. Some really fine architecture and textures! I do agree that the lighting needs to be toned down, there seems to be too much ambient coming out of nowhere. I would lose that parquet floor texture- it looks like a gymnasium. Also, I'm not an expert, but from what I remember from my Art History class, that style is much more Rococco- light and fanciful- not Baroque at all.
Posts by Patrick_H
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Yes, congratulations to you! You have some fine work I have seen.
I admit, I am envious...and I wish SCAD had a game design program when I went there.
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I like that texture PhilipK. I agree, it has a bold style reminiscent of Warhammer games. That's a Max render with spec and normal, correct?
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OK, so how else would you make holes in the side of a gun barrel without using some normal mapped alpha channel texture on the barrel? The only way I could think to do it would be to start with the booleans and then manually clean up the poly faces in that area.
Honestly, though- I would like to hear of a better and faster way.
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Yeah, its only a minor point. I only call attention to it because when the work is that nice it doesn't hurt to consider the possibilities.
Hourences, if you are not familiar with it already then you might enjoy looking at the works of Thomas Cole and the Hudson River School artists. I find it very inspirational...and you will notice the dramatic use of a blasted, broken tree in the foreground of some of the compositions.
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To give my critique, for what it is worth...
Attractive composition, especially for a matte painting, in that there is a nice progression of space ranging from the stronger foreground elements like the tree at left, through the middle ground including the castle and boat, ending in the distance with some good atmospheric perspective in the far mountains. My problems with this piece are related to the new lighting scheme you have chosen for the scene. Normally when overcast skies fall over a landscape, the colors in the terrain become more muted and less saturated. Its not too far off, but colors of the trees in the middle ground are too warm to be believable, given the amounts of grey and cool colors in the sky. It is not a big problem, but it is worth noting. Very pretty overall though.
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You could use a boolean intersection to subtract out the holes.
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Dark Forge (Mac) and WDFUSE for Dark Forces.
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Gorgeous, wonderful atmosphere. You took full advantage of the normal maps on the rock surfaces. I will be studying up on those shots as I complete my UT2k4 map. I will be pining for the normal maps though.
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Early on, Thompson mentions one of the killers "training" playing Doom.
Under the current ESRB ratings system, Doom would obviously be off limits for children their age to be playing.
I don't agree at all with Thompson, but I don't think Sessler's debating strategy was helpful at all. In the end, there is a ratings system, and if everyone follows it, and parents do their job, its the best thing to do.
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I peeped your site Lee3dee, and I see you went to RIT. Me too, albeit before you. First one I have encountered on a forum anywhere!
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Yeah, that Canon Powershot looks really nice. The movie clip was impressive too. I am starting to stretch the limits of my Nikon, which is only 4 MP. I might consider trading up.
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Beyond Good and Evil really was a fabulous game. I have played dozens of PS2 titles, and that is one of the few I have kept on my shelf. Shame on all those who never played it! It just reaffirms my belief in the bad taste of the masses.
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Yeah I like the lamps I made so far, but I think a change in placement would be good.
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Quote from nico
those lamps looks like they belong inside a submarine or something. Change them with something else, and work on lighting. Other than that is looks pretty sweet to me =)
I can't disagree with that. They will be something I will relegate to the sewer areas instead. Already working up a much better, more elegant lamp.
...maybe a bit like this?
[Blocked Image: http://www.otherlander.com/vv_lamp01.jpg]
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I am kinda surprised by this. I am no expert, but according to Gamespot:
Sony has announced that the PS3 will use Open GL/ES, a specialized API closely related to Open GL, and programmers will be able to access the Cell's SPEs using C or C++ tools, instead of having to program on the assembly level as they did with the PS2.
I thought this would make things easier for the programmers, as OpenGL and C++ are common tools. I did hear though that the development costs for the Wii are a fraction of that for the Xbox360 and PS3.
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Congratulations to you! I am indeed envious. Splash Damage is on my short list of places I would want to work, even if it meant moving to the UK. Is your portfolio offline now? The page doesn't allow me access. Would love to see it if you have time.
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Quote from killertomato
I like the lighting alot, as I do the textures and the atmosphere, but I'd scale the floortexture down alot! It's way too big imo.But yeah, love the looks of it!

That's not a bad idea. I was considering making use of Unreal's static meshes to make a modular floor mesh with the cobblestone texture applied to a bunch of actual modeled stones and repeated as necessary.
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Hi guys... I recognize generalvivi, he's seen this stuff over at pixelmorgue!
I have to agree that the overall design needs more variety. The brick textures and window meshes are sort of a starting point, so I can get a feel for the atmosphere of the environment. I do plan on having at least a couple more types of buildings, with new exterior textures, as well as new architectural meshes like windows doorframes and trims. I was hoping to get a sense of what others thought of the map so far. Hopefully I will get some more pics up soon.