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  3. Markus

Posts by Markus

  • totally random texture thread

    • Markus
    • December 18, 2006 at 9:45 PM
    Quote from Sa74n

    teddy.. can you please show a finished head? we see lots of wips here and there. wanna see a final thing using your technique, properly lit in xNormal for example.

  • Black Mesa Source is back

    • Markus
    • December 17, 2006 at 6:54 PM

    Saying it's beautiful is an understatement. Very nice job, JeanPaul.

  • Need website design...yes I have a budget.

    • Markus
    • December 17, 2006 at 8:34 AM

    That's actually pretty catchy, Skjalg. As for the website, I'm fully capable but I'd only be willing to do the visual side of things as I hate coding. I'm also willing to work for a very, very cheap price (read: %90 less than most). I'm afraid I do not have any examples on hand as I'm currently in the process of getting my personal portfolio back up, but I'll draw up various sketches and forward them your way. If you like them, perhaps Skjalg and I could team up. However, before any sketches are made, I ask of you what subpages do you need? Just general information, or...? Also, you can contact me via e-mail at markusdekeyser[at]gmail[dot]com. I promise not to disappoint.

  • Mornstar maybe

    • Markus
    • December 16, 2006 at 8:28 AM

    Two totally different things, Wesley.

  • Help: Creating a good looking portfolio

    • Markus
    • December 16, 2006 at 7:40 AM

    Quality before quanity, but make sure the quality is good as well.

  • DM_Marden (Lots of pics)

    • Markus
    • December 16, 2006 at 7:37 AM

    Personally, I'm not too hot about it. The brushwork is great, but the texture-work and lighting is sub-par. The symbols, while looking quite lavish and attractive, stick out way too much and don't fit in with the rest of the artwork (namely the murals). It also feels WAY too empty. More foliage, more props, and so forth. As far as I can tell, you do not have any normal maps which would really bring the architecture out and help emphasize the artistic direction. If you do have normals, then you might want to redo them as they simply don't work.

    But honestly, I think I'm not too attracted to it simply due to the fact I dislike the Unreal Tournament style. I'm more for realistic environments rather than stylish architecture, so I'll leave the true judgment to the Unreal-savvy. Also, check out smoothing groups dialog in the face edit dialog box, of which more information can be found here. :wink:

  • Help: Creating a good looking portfolio

    • Markus
    • December 16, 2006 at 7:26 AM

    I'd recommend reading the following article by Jon Jones: Your Portfolio Repels Jobs. Not only that, but I'd REALLY recommend retaking the screenshots in a more artistic manner rather than straight out of the players' view. Good luck, mate.

  • de_wanda by warby ... final release !

    • Markus
    • December 16, 2006 at 4:21 AM

    Simply beautiful, mate. Great work!

  • Megatexture 'proof of concept'

    • Markus
    • December 13, 2006 at 5:49 AM

    Link to said video?

  • Something I was doing for BMS awhile back.

    • Markus
    • December 13, 2006 at 5:48 AM
    Quote from Minotauro

    Not bad. Lighting needs a lot of work imo

  • Now playing

    • Markus
    • December 13, 2006 at 5:45 AM

    Quick Q?: Does Vegas ship with UED?

  • Megatexture 'proof of concept'

    • Markus
    • December 13, 2006 at 12:14 AM
    Quote from Zacker

    That was a joke, aye?!

    I should have added some sort of smiley face, as I suppose '...' wasn't indication enough.

  • Now playing

    • Markus
    • December 12, 2006 at 10:36 PM

    Replaying Far Cry with a high-resolution texture pack by yours truly. I'll probably release it if I do not find any bugs while playing through it, but it's a pretty damn hefty download.

  • Megatexture 'proof of concept'

    • Markus
    • December 11, 2006 at 11:14 PM

    Well I realize it's a selling point, but nearly every modder should realize such 'technology' has been around for years. Hell, I wouldn't even consider it a technology. In all honesty it's a lot easier on the engine and is hardly a breakthrough, as it only has to deal with a single diffuse. Now procedurally generating a realistic environment is a breakthrough...

  • de_industrial *now with working pics*

    • Markus
    • December 11, 2006 at 2:36 AM

    Copy + paste, or click it and press enter in the address bar.

  • Megatexture 'proof of concept'

    • Markus
    • December 11, 2006 at 1:18 AM

    I don't understand why they are trying to emphasize this 'megatexture' technology as the concept been around for years (read: Battlefield 1942). Instead of layers, as with Hammer, it's a single diffuse where if wanted, you could paint the entire thing in Photoshop. It's a LOT easier and let's you do what you please as far as terrain details go. Hell, if one wanted too, you could start creating a level right this very second. Sure, you will be limited to terrain generation, but that's the main point. Think of it as Terragen while being able to actually paint it. I just hope it isn't object oriented where you can only place things (like Battlefield as well), or model and import them instead of brush work, 'cause brush-work > all. However, if this megatexture technology branches out towards the actual architecture, then I'll tip my hat to that.

  • WIP in WIP, post your level screenshots!

    • Markus
    • December 11, 2006 at 1:14 AM

    Cubemaps FTW!

  • de_industrial *now with working pics*

    • Markus
    • December 11, 2006 at 1:03 AM
    Quote

    http://www.filebunker.net/a/albums/userpics/11%7E1.jpghttp://www.filebunker.net/a/albums/userpics/12%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/13%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/14%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/6%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/7.jpg

    http://www.filebunker.net/a/albums/userpics/8%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/9.jpg

    http://www.filebunker.net/a/albums/userpics/10%7E0.jpg

    http://www.filebunker.net/a/albums/userpics/1%7E9.jpg

    http://www.filebunker.net/a/albums/userpics/2%7E3.jpg

    http://www.filebunker.net/a/albums/userpics/3%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/4%7E1.jpg

    http://www.filebunker.net/a/albums/userpics/5%7E1.jpg

    Display More

    Just open those links. Anyway, now that I've had a chance to look at it, I love the brush and texture work. My only gripe would be the lack of overlays/decals and props. Some areas are littered with props while other areas there isn't a single one to be found. Add some crack decals to the outside floors, as judging from the buildings themselves, the area has been in use for a while. It'd give it more character and add to the realism factor. Light posts, telephone poles, garbage cans, and so forth also wouldn't hurt. The lighting is so-so. With cloud-cover as that you wouldn't tend to see such strong shadows, so lighten them up a bit. Otherwise, good work! I can't wait to see more! Also, if you aren't going to complete it, I'd love to take a gander at it and see what I can come up with, as it'd be a shame to see this sent to the scrap book.

  • The random model thread!

    • Markus
    • December 11, 2006 at 1:01 AM

    Here you go Sa74n:

    [Blocked Image: http://baby.cirtexhosting.com/~rootenet/renders/flak36r03a.jpg]

    [Blocked Image: http://baby.cirtexhosting.com/~rootenet/renders/flak36r03b.jpg]

    And hessi, it wasn't for any specific engine. It was simply for practice. I wanted to see how well I could complete a complex model with as few polygons as possible, and I felt I completed that task. Thanks for the kind comments!

  • The random model thread!

    • Markus
    • December 10, 2006 at 10:05 PM

    Low-poly Flak 36 88mm Anti-Air/Anti-Tank Gun @ 1819 Polygons. I'll unwrap it when I have time (hopefully). Critiques are welcome. Oh, and hello everyone!

    [Blocked Image: http://baby.cirtexhosting.com/~rootenet/renders/flak36r01a.jpg]

    [Blocked Image: http://baby.cirtexhosting.com/~rootenet/renders/flak36r01b.jpg]

    [Blocked Image: http://baby.cirtexhosting.com/~rootenet/renders/flak36r02a.jpg]

    [Blocked Image: http://baby.cirtexhosting.com/~rootenet/renders/flak36r02b.jpg]

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