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  3. Pomperi

Posts by Pomperi

  • The random model thread!

    • Pomperi
    • July 20, 2010 at 1:21 AM

    Cloth looks ace, very nice structure to it. The textures are a bit dark and are eating all the light in your scene. In case you haven't read it already, the official udk documentation has a really good article about this. http://udn.epicgames.com/Three/Lightmas ... 0Lightmass

    Cool stuff

  • Post Your Pic Extravaganza 2010

    • Pomperi
    • July 19, 2010 at 11:09 PM

    beardcore +1

    [Blocked Image: http://i29.tinypic.com/3518ppv.jpg]

  • Indie game : Ayla

    • Pomperi
    • July 12, 2010 at 9:23 PM

    Wow fille, you guys sure did a heck of a job, and in just five weeks! Only thing I find a bit iffy is the character and its poses/animations. Very impressive stuff none the less, you should be proud

  • Tutorial time #2: Modular Rocks

    • Pomperi
    • July 12, 2010 at 9:07 PM

    Cool, thanks a lot for sharing

  • Realistic Textures from Scratch

    • Pomperi
    • July 7, 2010 at 2:03 PM

    There isn't really any point in painting realistic textures from scratch without photo source as it takes a long time and most likely wont have the same amount of lovely variation as nature can generate. The whole point with painting textures by hand is to avoid making it too realistic and instead lean more towards stylization and full artistic control. Like HP pointed out, it's rather about using your photos in a smart way that allows you to manipulate your own designs to make them look more like real materials.

    For Kinectimals we use a range of different techniques to achieve this. The most convenient way is to use zbrush and sculpt you details and then bake different maps that you can build your base texture from (such as cavity and zbrush matcap materials). I often tend to paint on top on my base materials, and sometimes skip the whole zbrush thing and just brush my base texture directly in photoshop. To make the texture come to life however I always use photos on top, either by blending them or masking them using the Blend if. After polishing and defining the end result further, all the details comes together, giving the texture a realistic yet stylized look.

  • [UDK] - Viking Forest WIP

    • Pomperi
    • June 30, 2010 at 12:44 AM

    Wow, I'm slow. Finally got an update for you guys.

    [Blocked Image: http://i49.tinypic.com/mtrzo4.jpg]

    Still have the penis twig ones in there, but I've made a modular branch to break them up a bit, so just ignore those for now . This is still a test scene for style, lighting and texturing so I haven't really bothered to fill the whole scene yet. Have been playing around with the textures, the lighting, post-processing and shaders to cream out some more detail and set the mood. Had a real struggle to make a suitable shader for pines, but this is what I ended up with after a lot of fiddling:

    [Blocked Image: http://i49.tinypic.com/bdpfmp.jpg]

    Ginger Lord: Hehe, I've been wanting to see that movie for some time now, haven't gotten around doing that yet. Their style is very different from ours though. While How to train your dragon's got a very american cartoon style, we're aiming for a simplified and slightly exaggerated take on scandinavian folklore, using artists such as Theodore Kittelsen and John Bauer as our main inspiration, with a hint of our own personal style in the mix.

  • indie game: rocket armadillo

    • Pomperi
    • June 14, 2010 at 10:50 PM

    This is incredible. A really nice game for just a three man team

  • WIP in WIP, post your level screenshots!

    • Pomperi
    • June 7, 2010 at 6:29 PM
    Quote from Minotauro

    First UDK test. I plan to fill this place with green and plants to give a nice contrast to the walls![Blocked Image: http://www.thiagoklafke.com/misc/temp/scifi_udkwip01.jpg]

    Wow, contrast in this shot is great! I really dig the nice and clean look. Not sure how vegetation would empathize the style you have going, might risk to look a bit cliche with overgrowth, unless we're talking about stylish planted flowerbeds, that would be rad.

  • James Russell - Level Designer

    • Pomperi
    • May 12, 2010 at 10:29 PM

    sarcasm lol

  • G. Henry Schmitt - Level Designer

    • Pomperi
    • May 12, 2010 at 1:50 PM

    I think content-wise that it's a pretty strong portfolio for a technical level designer. The layout is doing its job as well, although I don't really see why you've divided you individual work and your team work on two different pages. There's a risk that a potential employer miss out on the team work part since it takes further navigation to get there, and also it would feel more natural keeping those on the same page, only dividing them somehow by stating they are team work. Another nice addition to your page would be to add in your resume in the html on the resume page so it's readily available without having to download it, but still keeping the option of downloading it in different formats.

    Also, it's like a knife stab to my artist heart to see default bevel & emboss and inner glow on these fonts and images. Keep it simple and remove all the cluttering effects to keep your portfolio more professional looking and more consistent.

    Best of luck!

  • The random model thread!

    • Pomperi
    • May 8, 2010 at 11:42 PM

    The vehicle looks cool but I think the texture work could use a lot more love. At the moment it's very monotone and uniform in terms of details and colors, and nothing really stands out at all. Try take more inspiration from the reference image you posted and add some larger patchier details and try to separate the different elements of the model by having the texture defining them better, and also try to bring in more color. Also, don't be afraid to add opaque details that covers the surface beneath it, so you don't just overlay all the details like water color. You should also try to add more info in the normal map, like bevels and general shading of the model, because right now you can't really tell at all that it's using a 2k normal map.

    Like Jenn0_Bing said you should have another look at the poly distribution. When using 5500 tris you don't expect to see parts that look extremely lowpoly, like the front light. All shapes that you can see in the silhouette needs extra attention (and polys) to maintain a detailed look, while parts that you can only see from certain angles or against other surfaces of the model needs far less polys.

    Cool progress so far. Keep it up!

  • GRIN shut down

    • Pomperi
    • April 21, 2010 at 12:06 PM
    Quote from Buddy

    Finally jumping, i loved Rearmed but not being able to jump was realy annoying.

    Same here. I really love having a nice platform game that you can play in coop with a friend, but the puzzle-like movement made the game very frustrating and counter-intuitive. I also hope they keep the new swinging mechanic we developed in Gothenburg where you could release a swing manually and getting a little extra momentum if you timed it well.

    Really looking forward to the release of this game Aren't many good platformers out there.

  • [UDK] - Viking Forest WIP

    • Pomperi
    • April 15, 2010 at 1:17 PM

    Thanks for all the valuable feedback guys! Most appreciated

    I fully agree about those trees. Will redo them entirely the next thing I do and give them some more love. The rocks will also be redone from scratch as the current ones are really rushed, but trees first!

  • [UDK] - Viking Forest WIP

    • Pomperi
    • April 15, 2010 at 2:00 AM

    Hi all!

    I'm currently working on a viking side-scrolling game using the UDK together with a bunch of swedish devs. This is an environment that I've made from scratch and its purpose is to be kind of a vertical slice of the style we're aiming for with the project.

    [Blocked Image: http://pici.se/pictures/hnFrYIOVb.jpg]

    Some things are still very rough, but will be polished/remade as I go along. The next step will be to bring in some mid-high vegetation, ground vegetation and just re-arrange stuff into a more interesting composition. I'll keep you posted with my progress

    Crits and feedback would be awesome : D

  • Totally random concept/sketch thread

    • Pomperi
    • March 19, 2010 at 12:45 AM

    some abstract environment stuff

    [Blocked Image: http://pici.se/pictures/sTSfsxyTz.jpg]

  • Totally random concept/sketch thread

    • Pomperi
    • March 11, 2010 at 12:59 AM

    Whoa guys, these are really rad!

    A little doodle of mine, don't laugh

    [Blocked Image: http://pici.se/pictures/jlashkkpe.jpg]

  • Robot Unicorn Attack

    • Pomperi
    • March 5, 2010 at 7:20 PM

    Tight art!

  • Gustav Engman - Level Designer

    • Pomperi
    • January 18, 2010 at 2:06 PM

    Yeah, great potential for sure, don't be modest

    Although I think you should ask yourself if you want to apply as environment artist or level designer, as applying for a level designer role often involves showing more than pretty screenshots. A short description of the different projects, your role, your workflow, ideas behind the gameplay etc would be a good idea to include, to give the employer a better idea of what skills you have in the level design department.

    Best of luck in the job hunt!

  • dm_technodome

    • Pomperi
    • January 8, 2010 at 5:42 PM

    Yeah, splendid work Fille! Good job on this one for sure

  • Minos' digital sketchbook

    • Pomperi
    • November 23, 2009 at 1:28 PM

    Whoa! Best one so far

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