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Posts by -HP-

  • Ender's Game

    • -HP-
    • November 12, 2013 at 12:28 AM

    I don't believe we have a thread about this movie?


    Anyway, I saw it last night and it blew away all my expectations. All I knew about it was that it was a sci-fi and Harrison Ford was on it, enough to make me want to watch it so I went in with media blackout.


    Absolutely fucking awesome movie, I love all the little connections to video games and the roll they can have in the future, I love the environments (which really reminded me of Mass Effect, in a very good way) and the plot was really good as well with some surprises mixed in!


    A lot of people that read the book say the movie is not as good, but isn't that always the case?


    Recommended!


    Case Study: Ender's Game from Light Iron

    https://vimeo.com/78581143


    [Blocked Image: http://crazymoviepeople.com/blog2/wp-content/uploads/2013/08/Enders-Game-Poster.jpg]

  • GDC 2014

    • -HP-
    • November 12, 2013 at 12:20 AM

    Something tells me this year I wont be able to make it either...


    Although, if you guys wanna do something cool, I might be able to hop on a plane for a weekend over there, I fucking love SF anyway.

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 11, 2013 at 6:55 PM

    Well, this weekend was Blizzcon I didn't have time to do anything, and I don't think Philip did either. (Blizzcon was amazing btw!!)


    I did some stuff last night, and I have a gigantic list of shit to do. I will update the thread this evening.

  • Playstation 4

    • -HP-
    • November 11, 2013 at 4:17 AM

    [Blocked Image: http://images3.wikia.nocookie.net/__cb20130519201705/random-ness/images/1/16/Get_hype.gif]

  • Xbox One

    • -HP-
    • November 9, 2013 at 7:25 AM
    Quote from dux

    What are we rofling at I don't get it


    Cos you probably never even held a PS controller b4

  • Playstation 4

    • -HP-
    • November 8, 2013 at 1:42 AM

    [Blocked Image: http://i.imgur.com/emYnT4P.jpg]


    [Blocked Image: http://www.reactiongifs.com/wp-content/uploads/2013/11/losing-it.gif]

  • Call of Duty: Ghosts

    • -HP-
    • November 7, 2013 at 10:12 PM

    Yeah, you just ruined the SP story for me D3, damn you!

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 7, 2013 at 9:13 PM

    Pampers We just want to do something for the fun of it, we both love sci-fi so much, and there's not enough of it out there, and definitely not enough "vivid" sci-fi either! Also, I'm actually trying quite a bit new env art workflow techniques with this scene. The fact that we're working with only normal maps is one of them, it forced me to focus on shape first, only after I'm satisfied with the shape I'll focus on the dif/spec/gloss and tweak surface detail and material readability. (Add rubber, plastic, metal, chrome, and so on)


    Squad Pretty much, again I feel that's part of the decoration and less about the main vibe of the place. We're trying to pick our battles here but yeah, eventually we'll do a outside / veg pass as well. And I really wanna have some close vegetation near to the big glass as well. The green will help throwing a third main color to the scene. Speaking of glass, mmm, I wanna do some water dripping down the window as well and add a refraction effect. [takes notes]


    PogoP thanks dude! Yeah I was working on it when I went to bed last night, the floor is actually something I'm a little bit concerned right now. It's kinda hard to find the balance, I don't want it to look too noisy and squarish, which is exactly what is there right now. Will keep working on it, tkx for raising awareness man.

    As for the plates, it actually doesn't bother me much, I think I'll wait until the texturing phase to make a decision on that.


    @seir everything on the walls are "lego" pieces. All the pieces that I made are small assets like these. They vary in sizes of course but they're ALL on the grid and they ALL fit to each other, so I keep a minimum grid size of 16. Then I just try out ideas in the editor and build the walls.

    Problem with this is that it's very obvious the "modular look" of it, which is something I don't necessarly have a beef with, if they were ever to build a place like this they would need to be smart about it and build it modular as well. But there are ways to break it up, which is what I'm doing now, adding tubes, more trims, cables and lighting helps as well.

    Now the middle central mesh, that's one mesh that PhilK did, it's the center piece so it requires a more organic look.


    KoKo5oVaR Cheers dude, I did that very quickly using "matte painting" techniques. Gathering machines and tech pieces from various photos and other concept art.


    You guys are fucking amazing, love mapcore for critique! Keep em coming, you're really keeping us motivated.

  • Battlefield 4

    • -HP-
    • November 7, 2013 at 8:50 PM
    Quote from knj

    i'm still waiting for ps4 version so i play ps3, and if you are saying about handeling chopper, than on consoles it's fucking much easier (at least it was with BF3 and with me)


    [Blocked Image: http://thumbpress.com/wp-content/uploads/2013/05/I-Have-No-Idea-What-Im-Doing-3.jpg]

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 7, 2013 at 12:01 PM

    [Blocked Image: http://i.imgur.com/1ebEkRb.jpg]


    [Blocked Image: http://i.imgur.com/aI83NWR.jpg]


    updating the thread before bed. 4am shitt

  • Ryse - A not-so-exclusive XBOX One title by Crytek

    • -HP-
    • November 7, 2013 at 2:20 AM

    Next-gen man boob physics! This actually looks really cool, this should have been the e3 demo! Gameplay actually looks fun.


    http://www.gametrailers.com/videos/h9xwen/…combat-overview

  • Rambo The Video Game

    • -HP-
    • November 6, 2013 at 11:37 PM

    [Blocked Image: http://i.imgflip.com/21gr1.gif]

  • Battlefield 4

    • -HP-
    • November 6, 2013 at 11:27 PM
    Quote from D3ads

    Your wife keeping you up at night playing video games again? It's time to lay down the law dude!


    [Blocked Image: http://i302.photobucket.com/albums/nn118/7Angels7Plagues_photos/popcornplaya.gif]

  • Battlefield 4

    • -HP-
    • November 6, 2013 at 11:05 PM

    Very good post Puddy!


    It's such a shame that you die faster now, i think it's them trying to pace it all up and trying to be a non stop fast paced experience like CoD, I understand that and I respect that to a certain extent but it really makes games frustrating.

    If i'm getting shot at, I wanna be able to demonstrate my roxoxors skills, do a 180 and kill the motherfucker and t-bag his face. Not being shot on the back, and shoot other people in the back, THAT SHIT AINT FUN.


    In quake 3, you need 3 or 4 rockets in the fucking face to die if you have full armor!


    Quote from Puddy

    The maps look absolutely incredible, but are very often very contrasty and blasted with a bunch of effects (blinding lights, sun of doom etc), which makes them hard to read a lot of the times. This also creates a very big difference between an un-spotted enemy which can easily blend into the very darkened foliage of a stormy Paracel Storm and a spotted one, which shines up like a christmas tree. This means that, a lot of the time, you will be firing at orange doritos instead of actually aquiring targets. This was not at all as bad in BF3.


    As an artist myself, this is what really fucking bothers me about shooters nowadays, specially MP FPS's that put art and pretty pixels on top of fun gameplay.

    Who the fuck thought blinding a player with a sun of doom or thousands of god rays was a good idea? Keep that shit in SP experiences where people actually want to gaze at the art, not when they're trying to focus on winning a match.

    At least CoD has an incredible bright rim lighting on the characters, they stand out nicely from the environments, even though the environments are a noisy crazy unreadable mess.


    God damn, i'm on a ranty mood today. It's all good i swear, it's just that... things man.

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 6, 2013 at 10:11 PM
    Quote from knj

    and this might be outside the box, but first think that comes to me when thinking about O2 are plants, maybe use some small plants to make it look more bio ?


    Absolutely, I allocated a couple days to make some vines and outside vegetation. If you look at my first concept you'd see some vines right on the outside of the glass, I still want to do that idea, I think it will help sell the scene a lot.


    I also wanted to make a small vehicle for the scene, like a little bot. But I doubt there'd be time, or if it would even make sense.


    Also, I want to have water on the inside, all around that main station casting caustics to the side walls.

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 6, 2013 at 10:07 PM

    knj, no no man, there's deffo some post processing enabled. I thought you were talking about the mats only. I'm using the same techniques I used on my previous scene for Post. (Very very slight chromatic aberration, vignette, a color gradient, LUT and of course filmic tone-mapping) I'm also gonna turn on lens flare, camera dust and a couple other neat things when we're done with the scene.


    Vilham, yeah that's basically a holo deck big ass workstation. This is supposed to be a big facility that is creating O2, and that's like the main workstation for this wing of the facility. As long as that message comes across I'm happy. We'll try and make it look like a serves more purpose, thanks dude.


    Great feedback so far, so glad i created this thread!

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 6, 2013 at 9:48 PM

    Vilham, what looks good, looks good! I'm not to worried about making sense out of everything. Quick lunch test, trying out some more vibrant tests and purple amb light. Can't wait to try and mimic this in editor. [Blocked Image: http://i.imgur.com/i0EFCSi.jpg]

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 6, 2013 at 8:38 PM

    It's using a complete real time solution for this, the assets still have lightmaps and all that fun stuff UDK offers by default but they also have real time reflections and proper shading. Closest you can get to PBR with current gen tech (Although that screenshot is only NM+AO)

    I spent like a week working on that fucking master material, but I finally have a really solid mat to create instances and work with. All you need to do is plug your dif, spec, gloss and normal and tweak a few parameters I've exposed in the instance as well, such as vertex painting. (I've allowed for the painting of some moss and wet surface with dripping water, I'll show it latter)


    For the reflections It's simply reflector planes. When the scene is done we'll manually place a lot more and it will look much better and believable hopefully!

  • Arbor Vitae - UDK Scene [WIP]

    • -HP-
    • November 6, 2013 at 8:15 PM

    Hey guys,


    About a month ago me and PhilipK decided to do a little collab for Unearthly Challenge, any excuse to make good art is a good excuse. Unfortunatly there's not a lot of entries this year, but we'll still finish it of course, we're having loads of fun!


    So the idea is here is that Humans have colonized this planetoid and are in the process of creating an atmosphere similar to planet earth by using an atmosphere processing station. The air outside is not 100% breathable yet, but it already allows for the growth of vegetation.The whole point of this facility is to create an atmosphere, so we want to push for strong elements of O2, water and greenery!

    The scene will be set inside one of the outer rooms of the station, more specifically inside one of the big control room, featuring a gigantic window with a beautiful view to the outside world, which from that angle you'll be able to see the other end of the complex, natural terrain and the sky. We want to make use of bold colors and staying away from the same old desaturated look you typically see in sci-fi, we're also set on staying away from gritty/scary as much as possible and instead try and make the space seem like it's livable and looking almost inviting. I started out with a concept to get the idea of the visual language we would be going for, I'm taking very strong inspiration from Doom 3 and Halo 4.[Blocked Image: http://i.imgur.com/lthu7F6.jpg] But then we decided let's mix this style with COLORS, almost like mixing a Doom meets Mirror's Edge and have a child, PhilK did this amazing paintover of the blockout:[Blocked Image: http://i.imgur.com/JbxoFQJ.jpg] I started making the modular textures and assets, walls, floors all that shit. Everything on the grid, texture included.[Blocked Image: http://i.imgur.com/vngEWVl.jpg] So I can just chop the assets very easily like this, and they all fit together so we can create many variations and maybe expand the level later on.[Blocked Image: http://i.imgur.com/tkn4YmP.jpg]   
    While I was doing that, Phil made an awesome blockout of the scene, using modular pieces already and started modeling the middle main area, which should be the focus of the scene. Needless to say it has that awesome PhilipK style that we love all over the place! >DSo, whith that here's our latest WIP pic with all my stuff and phils put together with the new lighting. We have two weeks to wrap this up, still a lot to do but man these next two weeks will be hella fun! [Blocked Image: http://i.imgur.com/un2jhUw.jpg] Deffo more to come, stay tuned Hurg people!
      :::EDIT::: Adding the final scene to this first post, feel free to check the rest of thread to check out the rest of the WIPs. Guess we're calling it done now. I'll try and put together that breakdown asap and I'll then need to clean the package and release it for anyone who wants to fly around the scene. Thanks Mapcore, Polycount, Jordan Walker for releasing his scene and allowing me to properly learn UDK, Quixel team for making nDo2 and dDo tools, and everyone who helped us with feedback! You helped it get much better! And of course, PhilipK for kicking so much ass, it was an honor to do scene with him, this guy breathes talent! [Blocked Image: http://farm3.staticflickr.com/2833/11025882695_e05112cffe_b.jpg]UC_HP_PhilK_shot1 by HelderP, on Flickr [Blocked Image: http://farm4.staticflickr.com/3741/11026095733_dbf828b64e_b.jpg]UC_HP_PhilK_shot2 by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5540/11025979286_262ee8d0fb_b.jpg]UC_HP_PhilK_shot3 by HelderP, on Flickr [Blocked Image: http://farm4.staticflickr.com/3666/11026094253_9b3565d53d_b.jpg]UC_HP_PhilK_shot4 by HelderP, on Flickr [Blocked Image: http://farm8.staticflickr.com/7455/11025880125_18b12435a1_b.jpg]UC_HP_PhilK_shot5 by HelderP, on Flickr [Blocked Image: http://farm8.staticflickr.com/7292/11025977316_4be6e41491_b.jpg]UC_HP_PhilK_shot6 by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5516/11026035884_bc28c3e429_b.jpg]UC_HP_PhilK_shot7 by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5474/11026092513_a6f1924267_b.jpg]UC_HP_PhilK_extra_background by HelderP, on Flickr [Blocked Image: http://farm6.staticflickr.com/5478/11025883215_a1478bb6cb_b.jpg]UC_HP_PhilK_extra_materials by HelderP, on Flickr

  • Call of Duty: Ghosts

    • -HP-
    • November 6, 2013 at 7:35 PM

    Yeah, I'll look into that, it's really freaking annoying. I turned off mouse smoothing but mouse acc is definitely on, I just don't know where it's coming from, if it's windows, the mouse drivers or the game.

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