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  3. narby

Posts by narby

  • How to break in the games industry - an insiders' guide

    • narby
    • March 9, 2011 at 5:53 AM

    Don't use fancy flash scrollers to display pictures on your portfolio, it's really annoying. You want potential employers to see how amazing you are in the shortest possible time. They don't want to wait for pictures to open - same goes for not allowing multiple images to be opened in the tabs. Keep it simple.

    You don't need to be a jack of all trades. Find one or two things you're really good at (scripting or art or whatever) and really focus on that. By all means learn new things (that's never a bad thing) but keep your skill level high on the things you enjoy doing the most.

    Why is it 6:53 am

  • Crysis 2

    • narby
    • June 15, 2010 at 3:09 PM

    What the hekll I just woke up

  • WIP in WIP, post your level screenshots!

    • narby
    • April 7, 2009 at 10:37 PM
    Quote

    Albatros":2ma029b7]Thanks Narby for pointing that out again.As you said, you're marking some "typical" lines of collapsing walls there.

    I also do get your point and I do know that the typical line has to be the

    guideline in most of the places in a map. But I don't think it's that much

    of a contradiction to use bricks the way I do, taking your images as

    example...

    Seriously, I don't think this is leading anywhere.

    P.S.: Basically, I can fix that one line, and it does need at least to have

    that gap closed, that much I admit . But there's always a why, why *that*

    particular set of bricks might have an additional support, and why *this*

    wall-bit looks out of place... it's just a matter of spotting it, accepting it

    as possible and leaving the rest to the author, as long as it's not totally

    out of place. My opinion, but I'll stick with it for now.

    Cheers,

    Til

    Display More

    I think the problem becomes much more apparent when you have a seam of bricks that then have a row missing below which gives the impression the remainder are floating which is made worse by the face the bricks are quite large in size so they tend to stick out a bit more. At the end of the day, this is harmless feedback that you can take or leave, but the fact is it stuck out to a few people and looked odd on an otherwise impressive building.

  • WIP in WIP, post your level screenshots!

    • narby
    • April 7, 2009 at 9:46 PM

    I think the problem is that the shape doesn't really fit with how brick walls collapse. In the majority of cases, the wall will always form a curve with either a thicker section of bricks above (if the wall lost its structural integrity from below) or below (if the wall fell and "peeled" away).

    [Blocked Image: http://i44.tinypic.com/110ykqw.jpg]

    Collapse from below:

    [Blocked Image: http://i39.tinypic.com/5la33t.jpg]

    The wall here is supported because it's load bearing (and so much thicker) and can support itself even when the bottom part has been pulled away when the front of the building collapsed.

    [Blocked Image: http://i40.tinypic.com/oa8y0m.jpg]

    Collapse from above:

    [Blocked Image: http://i42.tinypic.com/23jr8f8.jpg]

    [Blocked Image: http://i42.tinypic.com/16lg0i8.jpg]

    [Blocked Image: http://i43.tinypic.com/20b1mqd.jpg]

    [Blocked Image: http://i40.tinypic.com/2nvtr3p.jpg]

    [Blocked Image: http://i39.tinypic.com/2ia8lg8.jpg]

    I think in your example the wall would have been pulled (peeled) away as the roof collapsed and would leave behind something like this:

    [Blocked Image: http://i42.tinypic.com/123m9p1.jpg]

    [Blocked Image: http://i39.tinypic.com/2wfl0xs.jpg]

  • Source issue with func_areaportalwindow

    • narby
    • January 25, 2009 at 4:42 PM

    I found them

    [Blocked Image: http://i41.tinypic.com/71ps80.jpg]

  • City17: Episode 1

    • narby
    • December 16, 2008 at 9:33 PM

    I guess I'm in the minority, but I don't like the lighting that much, it feels very monotone somewhat flat. Little bit too much yellow and too bright outside - The outside rubble part in picture 4 is nice though, the telephone poles are a nice touch.

    The fire in the third picture could use some wood/rubble/crap to hide the point where the particle meets the ground. Also, the walls in the stairwell could use bit of color, maybe a stripe covering the bottom half of the wall, just something to break up the flat grey concrete.

    Other than that, good stuff.

  • MapCore Job Census

    • narby
    • October 20, 2008 at 7:22 PM

    this thread

  • [poll] The Crimson Room Contest?

    • narby
    • August 12, 2008 at 7:22 PM

    *hugs merkaba*

  • CS:S map project

    • narby
    • May 25, 2008 at 7:43 PM

    Looking good!

    Whenever you have a wall texture (or any other really) with very defined lines running along the length (such as corrugated metal etc, like you have in the 1st pic) when it meets a ceiling or floor or other wall, should have some kind of trim. Something to break up the transition between the two textures. It doesn't have to be big, just something that continues the illusion that the texture is still 3D.

    [Blocked Image: http://www.narby.net/images/map5.jpg]

    Those lights also seem very bright, again with the shower room maybe have two complementing colors? The idea is to lead the player through the space and avoid having a room that's too saturated and monotone

    Here's a shitty photoshop:

    [Blocked Image: http://www.narby.net/images/map1a.jpg]

  • CS:S map project

    • narby
    • May 25, 2008 at 1:47 AM

    Nice work

    The second image feels very chaotic, your eyes are drawn all over the place looking at all the different styles and colors, perhaps it would be a good idea to simplify things somewhat? This might help with more cohesion in the scene and avoid the problem of looking at a lot of stuff and not really seeing anything.

    I like the blend of textures in pic three, it has a nice feel to it and the red light in the first image is a little over powering, there's a lot of colors there fighting each other (both are warm for example, reds and bright yellows) - maybe something a little cooler?

  • [Crysis] - Borderline - Beta 2.

    • narby
    • April 23, 2008 at 7:08 PM
    Quote from michi.be

    narby this wouldnt make sense. you can take a look at yourself. its just because im using the HP custom config at the moment and it delivers higher values when using the vanilla config.

    huh

  • [Crysis] - Borderline - Beta 2.

    • narby
    • April 11, 2008 at 7:21 PM

    Can you post some screenshots with r_displayinfo enabled, I'd like to look at the performance

  • Crysis Map ~ Vulcano [WIP]

    • narby
    • March 23, 2008 at 2:01 PM
    Quote from FrieChamp

    :')

    Sup stranger

  • [Crysis] - Borderline - Beta 2.

    • narby
    • March 22, 2008 at 2:54 AM

    Nice work! Great attention to detail, I love the first screenshot

  • Crysis Map ~ Vulcano [WIP]

    • narby
    • March 21, 2008 at 10:53 PM

    Very nice work

  • de_aztecs_gold v1.3 (update)

    • narby
    • November 18, 2007 at 6:39 PM

    If I was dead I'd be spinning in my grave right now

  • Time to move on..

    • narby
    • September 7, 2007 at 8:30 PM

    friedrich is a bi

  • Time to move on..

    • narby
    • September 4, 2007 at 10:34 PM

    Friedrich is a BITCH

  • dm_grale (updated on 15-08-09)

    • narby
    • May 31, 2007 at 9:06 PM

    Lighting is kinda.. ...dull

    Don't make the mistake of confusing moody with boring. Add a little blue in there, the moonlight plus the orange flames would be an appropriate balance.

  • Crysis editor

    • narby
    • March 15, 2007 at 8:16 PM

    I'm gonna punch friechamp in the balls next time I see him.

    Or poop on his desk.

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