Transport Tycoon Deluxe best of the best! ![]()
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Transport Tycoon Deluxe best of the best! ![]()
[Blocked Image: http://www.ppe.pl/pliki/gallery/0/0/34/3453.jpg]
Quote from ThrikI suppose the kind of fog depends on whether you want a warm or cold scene, doesn't necessarily need to be 100% realistic. I really like the warm version that was posted, though I agree with the other comments.
Yes, you're right. When looking at warm fog I somehow looking for overburning spots of light and a bit of shfats. There's no consequence of making one thing that requires lot of other stuff to work fine in peoples' mind ![]()
Yellow fog? Like a dust... How about a blue one?
Grass/fern is a bit chaotic. I know it's forest but there's no composition here, make a spots with bigger plants and some spots with low grass only. You have everything on one plants level right now.
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The rocks at grass are looking a bit like not rocks, color is out of palette (way to dark when looking to mountains on horizon). Bark is also very "happy brown", sequoias are litte brighter with light yellow spots:
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Oh, and the blue fog is here also ![]()
Light yellow works very fine with azure.
I'm reading about Psygnosis on Wiki and watching on MobyGames what guys from Psygnosis are doing now. That's crazy what's happening to that companies from my childhood! ![]()
I was looking for gameplays from good old Amiga games. Here's what I found:
%20Microcosm%20(CD32).mkv"]Microcosm Gameplay
That intro was mind blowing back in the Amiga days. Awesome, just awesome. The game sucked after all... ![]()
Anyone have some good old titles that amazed you when you were young?
The scale is awesome and the plants looks so pro, I can't believe it's source engine! ![]()
Cool stuff man, I see lots of oversaturated colors. I know it's your style and you like it so I'm silent here but... I think it's a bit oversaturated
Right now I love to desaturate pics so I understand it ![]()
BTW There's a thing like "The HDR hole" that made me laugh hard ![]()
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I guess everything is already said, that's a lot of guidelines and it will be very hard and time consuming but if you're not 40 years old you will make it.
I found a good method to learn more even if you don't wanna look for new things. Try to get a nice concept or game screenshot and make the same thing as on the shot. It's like copy/paste but you will see some rules and methods that desingers/artist used.
Oh and by the way. I see you have a very low poly folio. Try to "move to far" with graphics, use crazy polycout and then optimize it when it's to much... I see that lots of people are affraid, they are stiching to oldschool rules of modeling. Make it crazy fucked up and get it down slowly until it will work on most game engines and it will still look epic.
I want! ![]()
Weird that there's no such "marketing face" in Treyarch/Infinity Ward or I'm missing someone?
Assasin's Creed had Jade Raymond, Doom/Quake had Carmack and it was fine but Cliffy was like a toy in Epic's hands from marketing pov...
The chase scene is really nice as other stuff there! Damn, whole portfolio looks very nice, good job! ![]()
Quote' timestamp='1349827700' post='314072']I personally hate booleans! But everyone has a diferent workflow.
I prefer to blockout my shapes with as least geo as possible, when I'm satisfied with it, I throw some edge loops on there, and mesh smooth it, as simple as that.
Yep, booleans can be ultra messy, but when you'll make it with vertex snap to exact places it will make minor mess and it's like fast cut with auto cap holes
I remember you've blamed snaps in 3DSMax and yep, I found snaps very annoying, for example when you want to align vertex to edge. So easy to make on paper, so hard for 3DSMax devs to make it 100% accurate ![]()
Quote from RedYagerAwesome Seir, thank you so much for taking the time to help me!
No problem, I'm glad that I could help a bit. One more note - if you want to cut things in curved shapes, make sure that you've tessallated the surface enough and avoid triangles ![]()
The curve is way to detailed. Just make a chamfer + 2 support edges and TurboSmooth will make it curvy enough.
Use pro boolean and clean the mess a bit:
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Each post is very big, can you save some space and make it smaller? Like this:
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Quote from blackdogI didn't follow the news around gaming that much lately, i'm pretty sure that what i've read reported them to be leaving, but anyways. They worked together so they can communicate well enough, i guess they could find the solution, if it was the case (see what Arkane is doing)
This is the press info that they leave PCF. I actually know lots of backstage things because I know few guys from PCF. The one is that few PCF members had a big party with champagne after creative director was kicked out. Sad thing and it shows how dicky someone can be. That director was very good after all...
Yep, I'm using lots of refs. Thanks for the feedback! Anyway:
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Few things to to (Aim to small etc.) but no time to do it ![]()
Quote from FrieChampI could totally see Cliffy becoming an executive at one of the big corporations e.g. brand evangelist for Microsoft
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Quote from blackdogmaybe with the guys that left People Can Fly
Guys from PCF were kicked out the company. The funny thing is that they were co-founders of PCF so the company is right now 100% in Epic's hands. I've heard from PCF workers that it's fine right now but some guys left the studio after Adrian Chmielarz's (creative dir., founder of PCF) ("rz's" lol, nobody can spell that, Polish language, so random) dismiss. We had some lols about Biffy joining Adrian's team so he would spent 2 Polish payouts for the plane ticket just to get to Poland. Not possible ![]()
generalvivi, WOW, that's great!
Awesome work, man!
One thing that I'd love to see. There's some kind of little "fullbright" on most of the surfaces, I mean there's almost no 90% black shadow. I'll show it to you with a little overpainting:
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