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Posts by PogoP

  • WIP in WIP, post your level screenshots!

    • PogoP
    • March 14, 2011 at 1:55 PM

    Yeah they are handpainted, no Photoshop filters were used (or harmed) in the creation of those textures.

  • WIP in WIP, post your level screenshots!

    • PogoP
    • March 14, 2011 at 1:05 AM

    It's Zelda: A Link to the Past!

  • WIP in WIP, post your level screenshots!

    • PogoP
    • March 14, 2011 at 12:40 AM

    Working on a re-make of an environment from a popular game from the early 90s.. Working on making it extremely modular so you can put a dungeon together in any sorta layout. Tried lighting it as the original was lit, but it looked a little too bland.

    Still got a lot left to texture! At the minute I have completed the floor, floor trims, and wall textures. Nothing else has been detailed yet, it's all just basic colours. Let me know what you think, and also.. What game it is!

    [Blocked Image: http://dl.dropbox.com/u/7557268/FYP/texture_example4.jpg]

  • Forum restructure

    • PogoP
    • March 14, 2011 at 12:38 AM

    I don't get it. What is that bot trying to accomplish by saying that?

  • FPS Genre 2011

    • PogoP
    • March 11, 2011 at 10:14 PM

    Me and a few friends have been playing a LOT of Bad Company 2 recently, on Xbox. We like to work as a squad and have each member doing different things (Medic, Assault, etc), and love playing tactically.

    I'd love to see a return to tactic-based games, rather than the Arcade, run'n'gun type gameplay that Cod has. Sure, Cod is fun but at the end of the day it's just mindless running about and shooting things that move. I love slowly advancing through maps in BFBC2, with my squad, taking cover behind stuff and kicking some ass for the team. I really hope BF3 has more of this tactical stuff, therefore it's my most anticipated multiplayer game of 2011.

  • Liam Tart - Environment Artist

    • PogoP
    • March 10, 2011 at 4:34 PM

    Ok Mr Happy, I'll try and reduce some of the text. A few other people have said that actually. I could use smaller thumbnails on my portfolio rather than those big ones. I'll definitely consider that.

  • Liam Tart - Environment Artist

    • PogoP
    • March 9, 2011 at 11:38 PM

    Little update for you guys.

    I've been working on the textures tonight. I don't want to detail the maps too much, as I want to explore vertex colouring for grunge. Thus, the maps are fairly simple, but detailed when needed.

    Let me know what you think fellas!

    [Blocked Image: http://dl.dropbox.com/u/7557268/Brick%20Building/Shots/building_wip5.jpg]

    [Blocked Image: http://dl.dropbox.com/u/7557268/Brick%20Building/Shots/building_wip5_2.jpg]

    [Blocked Image: http://dl.dropbox.com/u/7557268/Brick%20Building/Shots/building_wip5_1.jpg]

  • space corridor

    • PogoP
    • March 9, 2011 at 3:32 PM

    Nice work Pomperi, awesome scene!

    How are you avoiding lighting issues across your static meshes? Specifically, I mean on the metal walkways; in your lit shots there is no visible seam. Whenever I join models together like that, I get seams!

  • Liam Tart - Environment Artist

    • PogoP
    • March 8, 2011 at 10:36 PM

    Thanks man, it's really good fun! The method of creation is sorta similar to how Mino did his sci-fi scene, making the texture alongside the geometry. Sometimes I made the geometry first, sometimes I did the texture first. The top half of the building was made by a combination of those 2 methods, and the bottom half was made texture first, geometry second.

    Here's an update on the texture. Just blocking in colours atm, and a subtle cubemap reflection for the glass (normal specular looks crap and is outdated for reflective materials). Unfortunately I may have to put this on hold for a little while though because uni work is sitting looking at me with disapproving eyes

    [Blocked Image: http://dl.dropbox.com/u/7557268/Brick%20Building/Shots/building_wip3.jpg]

  • Liam Tart - Environment Artist

    • PogoP
    • March 8, 2011 at 3:59 AM

    Cheers fellas. For your continued support, I grant you... Another screenshot! Now I'm going to bed because my eyes feel like they're on fire.

    [Blocked Image: http://dl.dropbox.com/u/7557268/Brick%20Building/Shots/building_wip2.jpg]

  • Liam Tart - Environment Artist

    • PogoP
    • March 7, 2011 at 9:02 PM

    Hey guys, got a little update for you.

    Been working on a modular building set, as I realised my 'tools' project was going to be really similar to Scott Homer's (a guy over at Polycount, recently employed by Crytek UK) environment that he's working on. I'll carry it on when uni's over, I reckon!

    This piece uses 2 1024 textures, one for the top half of the building (brick section) and one for the bottom half (shop fronts).

    [Blocked Image: http://dl.dropbox.com/u/7557268/Bric…ilding_wip1.jpg]

    Loosely based off this:

    http://%7Boption%7D[Blocked Image: http://upload.wikimedia.org/wikipedia/comm…lon_Montana.jpg]

    Next step is to make the building modular for UDK (splitting it into re-usable chunks), and texturing. Then I need to make individual props and the surrounding street for it too. This is so much fun!

  • Battlefield 3

    • PogoP
    • March 7, 2011 at 12:39 PM

    I think it's all down to personal preference really. Was playing til like 5am this morning with some mates (duhhhh, me tired) and started experimenting with some of the more random weapons. I love the final Medic unlock, it's awesome.

    I think getting lots of kills in this game is done more easily by predicting where the enemies will be coming from and setting up camp ;D

  • Liam Tart - Environment Artist

    • PogoP
    • March 5, 2011 at 2:03 PM

    The level design stuff isn't really what I want to show though really. It helps to have it up there, I think, as it shows an application of environment art and that I know what to do with assets rather than just make them and not put them in engine.

  • Liam Tart - Environment Artist

    • PogoP
    • March 4, 2011 at 5:43 AM

    Ok, I've re-vamped the entire first 3 sections: "Apocalyptic Cornfield", "Fantasy Dungeon" and a new section: "Tools Project". Check it out to find out more!

    By 'revamp' I mean I've updated all the images to have a little more detail and show off models and textures a little more. They now all share the same watermarks at the bottom, so the site reads a little better now.

    Now I can start cranking out some more assets, stay tuned guys!

    http://www.liamtart.com

  • Liam Tart - Environment Artist

    • PogoP
    • March 3, 2011 at 9:05 PM

    Hehe, Tart! I love my name

    Been working on this model for the past couple of days. Trying to speed up my workflow and practice subdivision modelling too. This is the new layout style I want to display individual renders with, I'm going to update my entire folio with this new style. It's going to take a while, but hopefully it'll be worth it!

    [Blocked Image: http://dl.dropbox.com/u/7557268/Website/Website/Images/ModelSheet_Transformer.jpg]

    [Blocked Image: http://dl.dropbox.com/u/7557268/Website/Website/Images/Textures_Transformer.jpg]

  • Crysis 2

    • PogoP
    • March 3, 2011 at 4:05 AM

    Just tried the MP demo with some friends after a hardcore sesh of BFBC2... It was very disappointing. It's just fast run and gun (but mainly run and die...) with no tactical gameplay at all. Probably wasn't intended to be like that though.

    Also, I had no motivation to try and get unlocks. Maybe it'll grow on me if I try it again tomorrow.

  • Serious Sam 3

    • PogoP
    • February 28, 2011 at 8:40 PM

    Umm, what's that guy's 'tit job' comment all about? Seems a little like he's trying too hard to be funny.

    Also, is that the Mancubus from Doom 3?

  • The random model thread!

    • PogoP
    • February 28, 2011 at 4:58 PM

    That's ace Tomdon! How did you make the textures? Handpainted or Photosourced?

  • Liam Tart - Environment Artist

    • PogoP
    • February 28, 2011 at 4:42 PM

    Ok good idea, I'll experiment with it Mark.

    Your stuff is amazing though, don't worry about not getting a job ;D

  • Liam Tart - Environment Artist

    • PogoP
    • February 28, 2011 at 4:08 PM

    Ok guys, I've been messing around with as much as I can without changing artwork, as I'm away from my main computer atm. Let me know what you think to the updates.

    Here's a changelist:

    -Gave a little more information about the level design projects and included a download link for the TF2 map. Also included information on what exactly 'Black Mesa' is.

    -Fixed up the jagged-edged Polycount icon.

    -Changed the thumbnail images for Level Design and Handheld to show that there is more than 1 project contained within.

    -Changed some of the descriptions for Handheld/Mobile to be less wordy.

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