Quote from 3DnjI think i can make all plans about the 3 first tomb raider
wut, I seriously doubt that...
They're gigantic games dude!
Quote from 3DnjI think i can make all plans about the 3 first tomb raider
wut, I seriously doubt that...
They're gigantic games dude!
Nice stuff Paul!
BWHHHAAAA is the blorange of sound designers.
A bourne movie without bourne, interesting. ![]()
Trailer looks promissing. Not a huge fan of the actor tho.
So many games to play... ![]()
Might give this a shot, love shooters! This looks like the shit.
I don't get this compression on the screenshots, maybe it's the websites going crazy with JPG compression, nevertheless the game appears to have loads of personality.
I bet the father dies for emotion sake / ending and you play with the grown up chick on the sequel ![]()
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277221.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277223.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277222.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277220.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277219.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277218.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277216.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277215.jpg]
[Blocked Image: http://cdn.medialib.computerandvideogames.com/screens/screenshot_277217.jpg]
And what's with the low res textures on the vehicles? It's cover objects, they need to be sharper since you get so close to them. The pixel density on the environment textures are fail.
Quote from tofu*tries to recall the last time he saw a level artist optimize at Crytek*...
[Blocked Image: http://geeks-have-feelings-too.net/contents/images/house-gif.gif]
ahah, that was awesome. I love uncharted gameplay.
QuoteYet Sinelnkov is a special case, making no effort to hide the fact that his games were designed to be confused with more established App Store properties. Luckyanova went on to say that Apple could not reasonably be expected to completely purge its download store of clones.
Ah ok.. in that case, it's alright.
lmao
Just kill the bosses, move on, and pretend it didn't happen.
I already got mine, just waiting for them to release the beta now! ![]()
Definitely the latter, I never touch flowgraph.
infamous 1 was pretty damn good tho, guess I wont give the second a chance, it was on my backlog.
Waits for Black Mesa Source... lol.
Mmm, I could make a whole article on how the levels are made here at Crytek, or rather how they were made, since our workflow changed from Crysis 1 to Crysis 2, and it also changed slightly when we started new projects.
This happened for a handful of reasons, the main one being we adapt and want to avoid making the same mistakes, and the other one being the theme of the game, as the theme of the game changes you also need to change the way you do things, as you can imagine, Crysis 1 was very different to make compared to Crysis 2.
I think you're in that early phase of your career where you look at something and you get overwhelmed and you marvel at that piece as a WHOLE, like you look at a Crysis 1 level and say "holy fucking shit, every leaf, every pebble is there, the mountains.. it's all... HOLY FUCK".
Yeah well, if you actually go in the editor, and break it up, piece by piece, asset by asset, you see that it really isn't anything that special. Everything is being reused a lot and even tho it is hand placed, the placement tools are very easy to use and it's been done in a very smart way.
Same thing applies to 3D art, every looked at a badass character bust modeled in ZBrush and go like "man.. I will never be able to do things that good :(". That is a big lie, you just need to learn to analise and break up things. An artists doesnt create a bust out of thing air, he goes he in there and makes the base mesh, then he blocks it out, then he studies the shape then he starts to model the details, and so on and so forth.
I once read a quote by Will Smith that reads: When you start to create a wall, you don't say I'm going to create the biggest, baddest wall there every existed, you say, i'm going to lay this brick as perfect as it can be laid". Same concept applies to create environments for games dude.
Well.. that and the fact that dozens of people worked on it! ![]()
Well, believe it or not, this still is a pretty young industry, and we are still putting the dots on a lot of these things.
But I gotta tell you, in a way, I'm glad that there's no set on stone positions for all companies, as it stands right now, it's how it should be. Every company has it's workflows/pipelines, and even teams inside that same company vary in positions for a lot of reasons. Maybe the project is completely different, or the higher ups of that team see fit that they ditch some positions and create others they wouldn't otherwise.
We still have common positions like Art Director, Level Designer, 3D Artist, etc, I'd say this positions exist on all companies, but from there it branches out to other more specific positions. Basically, the bigger the project, the more specific the positions will be, the smaller the project, the more generic your position AND your work will be.
Here in FFM, on the Crysis franchise team, on the environment production side of things, we have Level Designers, Environment Artists, Vegetation Artists, Level Artists, Lighting Artists, and to some extent Concept Artists.
To answer your specific question, here in FFM a Environment Artist creates the assets (it's a position known to some american companies as Prop Artist), be it modular assets, single props, LOD's, collisions, etc.
A Level Artist works very close to the level, and less closer with a asset-by-asset basis. We still paint textures, model assets, etc, but making sure the level looks stellar at all times sort of steals the majority of our time.
Absolutely lovely! I love this arty shit, especially when it's mixed with level design AND the best MP game ever created by man!
And this was a good read: http://lunaran.com/page.php?id=218
Wonderful work guys! This is why mapcore is win.
It's all consoles fault man.
Not only the textures are blurry, the lack of anisotropic filtering on the floor textures also kill it for me! [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]
Well see man, it's the first shots, it's easy to over analyse shit when you're staring at a static pic, but that truck's texture... lmao.