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  3. mjens

Posts by mjens

  • The random model thread!

    • mjens
    • September 10, 2013 at 11:05 PM

    Max rendering is shit, no worries


    Still there's lack of specular. Still it's not like metal. Here are some refs:


    http://level-design.org/referencedb/pi…/5369/search/26

    http://level-design.org/referencedb/pi…350/category/17

    http://level-design.org/referencedb/pi…516/category/17


    Metal is hard go get in game engines. You can use env map (cube map), fix specular a bit and maybe it will work. Again, it's hard do get a nice metal look...

  • The random model thread!

    • mjens
    • September 10, 2013 at 2:53 PM

    Try it in the game engine. Still looks like plastic stuff.

  • WIP in WIP, post your level screenshots!

    • mjens
    • September 10, 2013 at 2:50 PM

    Sure, it's nice. I'm not sure is it not to tight to have fun gameplay. Tests will tell You have 3 types of light at once (yellow, orange, blue). I'm not sure if it's too much. Blue works awesome with yellow (also with orange but blue-orange is a bit abused these days, it's good to look for different color palettes). Don't forget about highlighting the dominant feature of the level (big computer built in pillar, command center, stuff like that). Here's what I found. Looks nice because of the dominant - think about such elements on your level, this could be a different wall texture but the lighting difference will do the job.

  • The random model thread!

    • mjens
    • September 6, 2013 at 8:18 AM

    Wow guys, sci-fi stuff and trains look awesome!

  • totally random texture thread

    • mjens
    • September 6, 2013 at 8:18 AM
    Quote from HoMaRt

    Hey guys i'm new to this website, would like to have some feedback of the recent texture i have created, in which i tried to find my own style. Feel free to comment thanks. (this post is also an attempt to revive this post ). Thanks you !


    Here are some brick texture :

    [Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]briques_D.jpg[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]briques_N.jpg[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]briques_S.jpg [Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]screenshot1.jpg


    ground texture:

    [Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]ground_D.jpg[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]ground_N.jpg[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]ground_S.jpg[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]screenshot0.jpg

    rock texture:[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]rock_D.jpg[Blocked Image: https://migrationtest.mapcore.org/public/style_i…/attachicon.gif]rock_S.jpg

    Display More


    That bricks <3 Great!

  • WIP in WIP, post your level screenshots!

    • mjens
    • September 4, 2013 at 8:24 AM
    Quote from Al Anselmo~Intelect0

    Agreed. How could someone get better with lighting in general? Any good resources? (besides kicking ass at photography )

    You need to know some basic rules how the light acts, know some tricks how to use it to create atmosphere that you want. Watch how it's used in movies or games, how it works and so on... The rest is your technical skills, engine limitations and pure practise. A lot of. I couldn't find any outstanding book/article/tutorial about light but here's a one thing that will get you closer: http://www.crytek.com/download/gdce2…_plus_bonus.pdf

  • WIP in WIP, post your level screenshots!

    • mjens
    • September 3, 2013 at 9:34 AM

    Wow, that's moody! Stairs have a bit to much lights. You can go this way and add more glow from the lights but it will loook nice when glowing in the dark. Right now there's no darkness on staris so there's no need to light it more. Also there's a subtle version of the idea, for me it's more moody and interesting. Good job! You made me want to finish my MatSP3, it's waiting to be finished since ~2006

  • Respawn Entertainment's - Titanfall

    • mjens
    • September 2, 2013 at 7:58 AM
    Quote

    " post="342102" timestamp="1378078683"]

    I'm out then What, why? I would rather see a whole team dedicating themselves to a SP or MP experience, than having to split their time to both SP and MP and typically when this happens either one or the other suffers big time, so in the end it ends up being just one more bulletpoint on the back of the case than a worthwhile experience for gamers.

    No, it's not like I don't like MP or SP, I have a "ambitious-middle-skill-level-gamer" problem with MP. When I'm starting to play there are already a lot of high skilled players and I'm only mad at this game and try again and again and again I'm too old for that There's no problem that Titanfall is MP-only, it will be good for players.

  • Respawn Entertainment's - Titanfall

    • mjens
    • September 1, 2013 at 10:16 PM
    Quote from Thrik

    There is no single-player, dude.

    I'm out then

  • Respawn Entertainment's - Titanfall

    • mjens
    • September 1, 2013 at 9:11 PM

    Interesting

    Still I'm too old for that... Will try SP

  • WIP in WIP, post your level screenshots!

    • mjens
    • September 1, 2013 at 5:47 PM
    Quote from SpronyvanJohnson

    Do you have an example regarding the architecture/theme comment? I've looked good at several of the best Quake maps out there (Dead Memories, Slipgate Duplex) using this theme and borrowed from it.


    Sure:

    Screen 1: scene is very isolated, how about some rocks, radars, antennas, buildings etc. Also it's 100% orange. You could make a fake "skylight" to touch the top of the walls, then the orange ones could be a bit more weak so some nice gradients would came up

    Screen 2: lighting is flat, try some smaller point lights to show a bit of darkness, use some shadows. The crates looks a bit naive, who would place them like that (so much space between them)? How about some details like construction pillars, supports, maybe one more texture on wall (electric box, cables, detail). Maybe some crate shelves? This could be interesting.

    Screen 3: Lighting again. Try deleting the top light, use bottom one to create nice mood. The bottom light should only "touch a bit" of ceiling (it means that the light should lit it a bit, not even 50% of its power). You can invert it and then remove bottom lights, make a strong spot light from the top lamp and then bounce it a bit through the corridor). Also how about something cool on the texture or a bit different brushwork? Just to make it less flat, force light to bounce and create dark spots. This will be more readable.

    Screen 4: This one is fine, I really like how you've shown the silhouette of the main pillar, the computer details are great, logos also, shadow under the balcony (a bit to dark maybe, I prefer less dark spots or maybe to show a bit of gradient from weak light to blackness, not just BAM! DARK! )

  • WIP in WIP, post your level screenshots!

    • mjens
    • August 29, 2013 at 10:13 AM

    Warm lights could look nice with cold/neutral light from space. One light type right now makes it a bit boring. Also the architecture isn't the best what you can get from this theme:

    http://mpqarchive.pauked.com/index.php?view…view_link=17507

  • Q1 - In the Shadows

    • mjens
    • August 26, 2013 at 11:15 PM
    Quote from sock

    (really need to add a nice texture border to that slime)


    Yep, I did that on one of the Speedy's SpeedBaze textures. So simple yet so stylish


    EDIT:

    I just realized that it's no way to get speedbaze.wad on the internet... All links are dead, no way to get the Q3 version too

  • Q1 - In the Shadows

    • mjens
    • August 24, 2013 at 6:02 PM

    Hah, nice one:

    http://www.rockpapershotgun.com/2013/08/21/its…ws/#more-165441


    He found you or you've mailed him?


    Quote from sock
  • Dying Light

    • mjens
    • August 24, 2013 at 5:41 PM
    Quote from knj

    seir is there any gameplay after E3 ?

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  • Ouya console

    • mjens
    • August 22, 2013 at 8:47 PM

    I was a big fan of Ouya but I see no interest from the developers that can actually make a decent game on this platform. It's Android as I remember, when making game on iPad it's easy to port it but lets check, let's say, Binding of Issac. Porting... The road to hell of porting...

  • Q1 - In the Shadows

    • mjens
    • August 22, 2013 at 5:22 PM

  • Dungeon Keeper for Mobile Devices

    • mjens
    • August 22, 2013 at 12:53 PM
    Quote from Kedhrin

    I dont understand the hate for this.


    i'm happy this is being made. sure its super cartoony, whatevs, i'm in it. war for the overworld looks pretty last-last-gen, so its not like it's any better.


    i'll be playing it.


    From my point of view it's more a scream of surrender because most of iPhone games are childish, it's not what I was looking for on this platform. I guess it's a cheap thinking like "we need to use very low poly so let's stylize that, what looks nice on low poly? Cartoonish proportions and palette!". Come on... Thank God I'm not a fan of mobile games, I won't touch it ever I was a "fan" of mobile games when it started but I couldn't find a proper, well made game. Still there are some nice titles like Sword&Sorcery (pixel art!) or Trainz.


    One more thing. This game will cost a bullshit pennies and people will buy that becouse it's DK and costs almost nothing. Most of the mobile players don't give a shit about the stylization but if I was forced to make such games I would hang myself

  • [UDK] Yet another post apoc scene...

    • mjens
    • August 22, 2013 at 12:43 PM

    Great work, lots of details, nice palette! But... BUT:

    - that orange glow sucks a lot. 1st screen in fine, but the 2nd (looks like light glow) and 3rd (plant glowing?) is a bit bad

    - you could use more light to show the main actor, highlight the robot using intense light and darken the building a bit. On the 2nd screen it works well, I see the bounce light on the left that is a bit blue-ish, that's perfect. I wish to see it on 1st screen, a bit more contrasty and with cold rim light. That would be awesome! How about making the same scene in different lighting sets like night, cloudy etc.?


    One more thing. I've saved your pictures to desktop to throw them on LD.org

  • Q1 - In the Shadows

    • mjens
    • August 22, 2013 at 12:35 PM

    So you're still improving In The Shadows? What will be next?

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