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  3. -HP-

Posts by -HP-

  • Bungie: Oh! The IW situation is cool, let's to go Activision

    • -HP-
    • April 29, 2010 at 6:29 PM

    lol, composite posts the random moment of the day.

  • Bungie: Oh! The IW situation is cool, let's to go Activision

    • -HP-
    • April 29, 2010 at 4:15 PM

    Yes, you got a point there. But It's Bungie we're talking about here man, makers of the games industry colossus Halo IP, why would they want to grab someone else IP to make a buck when they own one of the most lucrative IP's on this industry?

    It's true, it is all about money, but gamers get fed about about sequels as well, no matter how much they love the game, and developers should know this.

    I'm a MGS fan, and I hope to god there's not gonna be another sequel now, it's enough and I hope the developers stick their neck out for once and try something else, same for Bungie.

  • Dead Space 2

    • -HP-
    • April 29, 2010 at 4:01 PM
    Quote from Nysuatro

    Best scary game ever.

    Not better than AvP1, or Doom3, or stalker, or even the first Resident Evil's.

  • Bungie: Oh! The IW situation is cool, let's to go Activision

    • -HP-
    • April 29, 2010 at 3:58 PM
    Quote from Steppenwolf

    Wouldn't be surprised if if Bungee is working on CoD then.

    lol, I want a bit of what you're having Stepp, seems like good shit! No way on earth Bungie is going to adopt an overrated IP like CoD.

    I'm pretty sure Bungie will work on a brand new IP. I'm sure there's gonna be new CoDs in the future (other than the ones Treyarch are making) but it aint gonna be Bungie to develop them, that's for sure.

    Anyway, let's see what will come out of this.

    [Blocked Image: http://i44.tinypic.com/2s95fh4.jpg]

  • The random model thread!

    • -HP-
    • April 29, 2010 at 2:44 PM

    It's all good man, keep on posting here if you want to.

  • Bungie: Oh! The IW situation is cool, let's to go Activision

    • -HP-
    • April 29, 2010 at 2:41 PM

    [Blocked Image: http://www.thinkdigit.com/forum/images/smilies/facepalm4.gif]

  • Dead Space 2

    • -HP-
    • April 29, 2010 at 1:22 PM

    The sound man, the sound work on the first is fucking amazing! It's really creepy to ear the monsters crawling around on the vents randomly.

  • Sky Silcox - Level Designer

    • -HP-
    • April 29, 2010 at 1:12 PM

    Really nice content, even though I'm not entirely convinced by the design of the page.

    I would get rid of the bold letters and especially underlined ones, very small detail I know but I think it looks a bit meh and WIP-like.

    If your using tables for the content, I'd recommend using another color for the BG rather than the same color of the BG of the page, that way it will separate your contents a lot better and you wont need to use those horizontal lines all over the place as separators.

    Other than that, the content is really cool! keep up

  • Jean-Paul Jarreau - Photographer

    • -HP-
    • April 29, 2010 at 12:59 PM

    Not a fan of the horizontal scroll, but on this page I actually discovered there was one in less than 3 seconds, so that's got count for something!

    The content is amazing tho man, not an expert either but they look good to my eyes. That photo with the mask is fucking AAA quality.

  • Dead Space 2

    • -HP-
    • April 29, 2010 at 11:37 AM

    Nice man, still need to finish the first tho.

  • Prometheus

    • -HP-
    • April 29, 2010 at 10:45 AM

    Body of Lies was awesome too, American Gangster on the other hand was a bit meh, imho.

  • The random model thread!

    • -HP-
    • April 29, 2010 at 12:51 AM

    Mmm, in fact you prolly already compromised the silhoete more than you should. You should remove as much surface poligon detail as possible, and keep the silhouette polys.

    Painted as red where you should get rid of those polis, the normal map should sufice for these small details.

    Painted as blue where you should add some extra loops, so it keeps the silhouete

    [Blocked Image: http://i39.tinypic.com/fmmdzl.jpg]

  • The scary case of Infinity Ward

    • -HP-
    • April 28, 2010 at 11:00 PM

    [Blocked Image: http://media.giantbomb.com/uploads/0/2891/793900-kotick4.jpg]

  • Interviews

    • -HP-
    • April 28, 2010 at 10:09 PM

    I'll ask around tomorrow and send you a PM.

  • The random model thread!

    • -HP-
    • April 28, 2010 at 8:41 PM

    Yes!! That tut is great!

  • Interviews

    • -HP-
    • April 28, 2010 at 8:31 PM
    Quote from deceiver

    Think they'd help relocate a junior artist =P?

    Yes.

  • Happy 36th birthday Buddy... and Dux

    • -HP-
    • April 28, 2010 at 1:42 PM

    Thread renamed, lol.

    Happy bday fags

    dux <3

  • The random model thread!

    • -HP-
    • April 28, 2010 at 11:28 AM

    As long as they're not triangular, it's ok. Sculpting apps hate tris, so run from them like the devil from the cross. Quads ftw, no matter if they're rectangular or perfect squares dude, you're making art here not math, as long as it looks good.

    Mmm, bricks on the roof, that's a tricky one indeed. Specially since that's half a sphere. Up to you mate, you could decide to model a line of bricks, bend it and copy it around. it might involve alot of hand work though I'm sure there's an automatic way to do that or whatever, Polycount is the place to go for this kind of probs.

  • The random model thread!

    • -HP-
    • April 28, 2010 at 11:18 AM

    k, the base is there, now all you need is some more surface details to bake to the normal map. Don't get carried away though, it's your first piece so keep it simple so you can use it for bake tests.

    You prolly already know this, but when you'r done with it, make a copy and clean the mesh until you have a decent LP with 1000 / 2000 tris (sounds ok) UV it, tweak the smoothing groups and bake it. If your a lucky bastard like me you'll need to go bake, re-tweak the smoothing groups and rebake a couple of times until you end up with a nice bake with as least artifacts as possible.

  • The random model thread!

    • -HP-
    • April 28, 2010 at 10:30 AM

    Nice and smooth!

    I can still see some hard edges on the base, increase the interactions a bit. It's a high-poly, 2/3/4 mil polys is acceptable!

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