I'm starting at Frontier Developments next tuesday!
Posts by Pomperi
-
-
Cheers HP, I'm gonna give it a shot

-
Making a model for coulianos' new hl2 map

[Blocked Image: http://pici.se/pictures/MWpaqrPWj.jpg]
[Blocked Image: http://pici.se/pictures/MsvWKHcYT.jpg]
1240 polys and 1024 diffuse normal and spec.
-
I'm convinced

Love your stuff man. Don't think I've ever seen another portfolio with such a large amount of well made content, 5 pages is sick!
-
You've got a lot of nice work in it for sure. I think it's a shame though that you've divided the work into three pages, so that all your work isn't visible from the first page. Most people today seems to prefer a blog-like approach where you can just scroll down to access all content without linking around, and I definitely recommend that you put everything in one page. If that looks too cluttered you can simply divide the work into different sections on the same page, and perhaps put the role info next to the adjacent work section instead of having them stand-alone further down at the page. It would be a shame if people missed out your work simply because of the layout, because I didn't notice at first that there were more pages in your gallery.
Cheers!
-
That ship is seriously fking awesome warby!
-
Hey man, just saw the update on your portfolio. Incredibly inspiring stuff. You'll have a new gig in no time

-
It's a really nice portfolio! Also, your blog is a really good resource for anyone who wants to dig into texturing. Hopefully you wont have a problem finding a new job.
-
Lots of high quality work in here for sure. I for one kind of enjoyed the unconventional navigation, but since it's not obvious I suggest you make it more clear that the page continue, because it would be a shame if they missed out the rest of your work because of something as simple as page layout.
-
Thanks guys!
I'm gonna add some of my older stuff again, and some other work that I took out. Hopefully I can get some new work done too now that I have spare time again.
-
----- UPDATE 10.02.2011 -----
Good evening my beloved mapcore

I've done a pretty big update on my portfolio and would love to hear what you guys think of it. The url is the same as before, http://www.pomperi.com.
I know the lightbox is a bit messed up and crops the black background when the image is outside the frame of the page. If anyone knows how to fix that I'd be so happy

old post:
Hey guys!
I though I'd post my spanking new portfolio here along with your guys fantastic portfolios.
Please let me know what you think.

Cheers!
-
acapulco: I've simply put three different grayscale maps in the R G and B channel. The combined result always look very disco.
keres: That last texture of yours is a big improvement from the earlier ones. Still has a bit too perfect lines and a bit too little variation overall to make up for the large resolution. Offsetting a few bricks just a few pixels here and there could really make your texture feel more alive. Adding slight variation in hue and saturation on the different bricks, as well as chipping off a few corners here and there would also give you some more variation in your texture

-
Haven't posted here in quite some time. Here's some "nextgen" stuffz.
[Blocked Image: http://pici.se/pictures/TZyrwaDLB.jpg]
This is rendered in Unreal with a 1024 diffuse, normal and material map
[Blocked Image: http://pici.se/thumbs/t_BGICMpZTY.gif] [Blocked Image: http://pici.se/thumbs/t_vfvemFtkT.gif] [Blocked Image: http://pici.se/thumbs/t_waffoqwYh.gif] [Blocked Image: http://pici.se/thumbs/t_FRCcYQIkr.gif]
-
Haha sweet!
My best tip for painting rusty surfaces is probably to stick with photo textures and using layer masks to get it in the right spots and with proper opacity. There isn't really any photoshop hax for it, just play around with photos, masks and blending modes and a little custom brushing to get some nice variation to it. Just make sure you put it in the right places (where it makes sense and adds definition to your model) and make sure the scale is right on your material, then you can go crazy. If you're going for a Decadence-look we used mostly a hand-painted base which we blended in photo materials to, and then added further detail and style by simply painting on top of the textures with a gentle brushing. If you wanna take a closer look to one of my psd's for a typical texture I made for Decadence, check this one: http://www.mediafire.com/?sharekey=e22f ... b9a8902bda.
Cheers!
-
I think your clean version and your dirty version looks very much the same. The dirty version feels very "overlayed", which looks very unrealistic. Dirt rarely sinks into the material and blends that way; it rather covers the surface and creeps into the creases. You can also use these properties to bring out the shape of your model, by letting it define where the different parts meet and to break up boring areas with unique details and gradients. I did a little paint-over to show what I mean:
[Blocked Image: http://img183.imageshack.us/img183/8906/textureexamplemk6.jpg]
My example might be a bit exaggerated for this case, but I think you get the point

-
It's nice to see you've come this far with your project. It looks great! It's also funny that you're working with both Luke and Mippa, who both are involved in Decadence

-
Thanks guys!
I made it mostly for fun. I'm also planning on using it as an example model for a lecture I'm holding at the university of skövde in texturing this month. The easier model the easier it is to follow the process of applying materials, definition and details and so on. If you wanna use it in Decadence that's fine by me
could replace my old chunks 
-
A prop I've modeled that I textured last night =)
[Blocked Image: http://img89.imageshack.us/img89/9756/betonggrishx8.jpg]
340 tris and 1024x1024 diffuse texture
-
OMG that armor is brutal!
How do you like this baby?
[Blocked Image: http://img253.imageshack.us/img253/2654/betonggrisrenderla7.jpg]
-
These are awesome!
