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  3. Nurb

Posts by Nurb

  • WIP in WIP, post your level screenshots!

    • Nurb
    • March 21, 2009 at 9:47 AM

    It's very quick to make a specular alot better than what crazybump can produce. When I want a quick specular I just make a layergroup over the diffuse in photoshop and in it I put one desaturation and then one masked levels-layer for each different material in the diffuse. Then just adjust the levels depending on the material that is masked. Usually I also put some desaturated photomaterial on top on overlay to get some added detail. 3-5 mins tops and always a workable result.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • March 20, 2009 at 8:30 AM

    Wow, that's an awesome scene

  • WIP in WIP, post your level screenshots!

    • Nurb
    • March 13, 2009 at 9:38 AM

    Thanks for the comments all

    KungFuSquirrel: Thanks, I am very happy about that

    PhilipK: just a "btw"; sent you a pm

  • WIP in WIP, post your level screenshots!

    • Nurb
    • March 12, 2009 at 4:42 PM
    Quote from PhilipK

    Btw. I'm pretty sure those white bridges are just baked light in the diffuse so far if you mean those DvS

    +1

    Thanks for the comments. I think I have a couple of ideas on how to make the tank stand out more.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • March 12, 2009 at 3:08 PM

    A couple of new screens from my UT3 project.

    [Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_01.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/dm-haze_alpha7_02.jpg]

    First I wanted to make the big tank and the pipes stainless and more shiny, but imo it manages to be a main focus point in the environment even with more blended materials, but I'm open to opinions.

  • Scene from a Movie - Aliens

    • Nurb
    • March 10, 2009 at 4:39 PM

    The dof is over the top, but I think a very small amount of dof can be good to make a dense atmosphere come to life. Even irl, a dense fog will give distant silhouettes fuzzy edges and a static distance dof can simulate that effect aslong as it isn't overdone.

  • Scene from a Movie - Aliens

    • Nurb
    • March 9, 2009 at 1:02 PM
    Quote from JeanPaul

    rofl, getting it now

    image

    Seems like a slow download. Progress bar isn't moving

  • Scene from a Movie - Minotaur0

    • Nurb
    • March 5, 2009 at 10:38 AM

    I don't much like Unreal's playerheight of 96 units. A room height of 128uus is much too low for UT's jumpy gameplay and 256uus is often too high for 1-story rooms, and I usually prefer pure ^2 roomheights to make texture alignment easier :/

  • totally random texture thread

    • Nurb
    • February 27, 2009 at 9:12 AM

    Well I can try.

    The diffuse started out stylized, making the grouts (aligned to grid) and doing some basic edge definition. Then I used about 4 concrete photos in overlay to create the base texture for the tiles (different concrete to different tiles to create some variation) and I also put a base texture into the grouts using the same method. After that I took a rough concrete and masked it in to make the edges of the blocks worn. Then I made some more edge definition using just a small brush and I kept going like this for a while, half painting and half adding photomaterial. I also use the healing brush to paint in som unique details from photo references. As for the normal map I just made a basic normal bake from the diffuse in crazybump, then I painted the grainyness away manually with a soft brush using the neutral 128,128,255 color. I also did a second crazybump iteration where I made a heightmap using the grouts layer to make those more defined. The resulting normalmap I overlayed over the other one (remember that it's usually good to uncheck that blue channel when you overlay normalmaps). The specular is just desaturation/playing with levels/adding a grungetexure on overlay.

    Hope that helped some atleast

  • totally random texture thread

    • Nurb
    • February 27, 2009 at 8:05 AM

    Thanks dudes

  • totally random texture thread

    • Nurb
    • February 26, 2009 at 12:46 PM

    Made some small tweaks, mostly tried to get rid of the grain in the normal map.

    [Blocked Image: http://www.claeng.com/portfolio/texture_concrete_tiles1.jpg]

  • totally random texture thread

    • Nurb
    • February 26, 2009 at 12:03 PM

    Looks good Quakis. Though it might need some more detail perhaps. The TF2 style is "paintery" more than "cell shaded" from what I've seen.

    --

    Just a somewhat quick one I made with photoshop and crazybump:

    [Blocked Image: http://www.claeng.com/__forumpublish/texture_concrete_tiles1.jpg]

    I'm not really happy with it yet. Think I wan't to lighten up the grouts a bit or something, and it feels somewhat grainy in places, dunno. C&C welcome.

  • Crisis of credit

    • Nurb
    • February 24, 2009 at 2:59 PM

    Educational and nice. Made me understand the basics a bit better.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • February 23, 2009 at 9:09 AM
    Quote from Bl1tz

    Nurb that stuff looks good. I do think it's a bit odd that you're doing custom assets that look so close to assets they have in UT3 already. Is it required that you have to make your own textures for the project or something? Because otherwise I'd say save some time and use the stock brick/concrete stuff they have.

    Thanks, yes you are right. However, I'm trying to become a professional environment artist so I always make my own assets for my levels. This time I choose a theme that is in a large part already present among the retail assets, but to me that doesn't matter, I still want to make my own. The alternative to this would sort of be to just make the textures and models and do renders in Maya without putting them into a game engine. I like to be able to show that the assets can be used together in a game environment and that they are visually coherent. Hope that makes sence X(

  • I need some feedback

    • Nurb
    • February 23, 2009 at 8:55 AM

    The portfolio looks very -90's html. Even if you do only know html there are still ways to make it look "not 90's". The presentation of your textures is also very confusing. Some of them can quite easily be deducted as to what they are and where they belong, but some textures would really need some kind of explaination or not be there at all. For the "church" you have 2 speculars which are identical except for a black square in on corner on one of them, what's up? Also I got a feeling of dissapointment when I saw the very little text saying that the character models whern't yours. I think you should present this fact alittle more clear, right now it looks as if you are trying to hide it. And I have to be honest, the character models (especially the centaur:ish one) hold alot higher quality than the textures you put on them

    As for the work itself I feel that you have some things down but it doesn't seem like you quite know what to do when it comes to beeing a game artist. I would recommend trying to join an active mod team or atleast do some personal level projects where you do textures and models yourself. I think then you would realize alot of things that you won't quite get if we just point them out to you. When I look at your portfolio today, everything feels like school projects with no real ties to what is actually done in the games industry.

    Sorry if this sounded harsh. Keep it up though and you'll get there.

  • Nobi Nobi Boy

    • Nurb
    • February 21, 2009 at 9:58 AM

    The latest invention of the creator behind Katamari Damacy. You don't roll over stuff this time round, you eat them and well, needless to say the game is quite weird Not sure if this was my cup of tea, but I downloaded and played it and it was quite fun for a bit atleast ^^ There are no real objectives except that you apparently work together with others on the internet to make the girlfriend worm long enough to connect the planets of the solar system ;P

    http://www.gamespot.com/ps3/action/nobi ... ages;img;1

    Check it out for yourself (if you like the "lsd without drugs"-effect), it's available on the PSN (dunno about xbox) for not much at all. I payed 35 SEK which is about 3 €.

    [Blocked Image: http://www.dignews.com/wp-content/upl…-boy-psn-12.jpg]

  • WIP in WIP, post your level screenshots!

    • Nurb
    • February 20, 2009 at 6:59 PM

    Ah hehe, thats just a very basic mockup of a huge machine-tank-thing that will sit ontop of a building over there. It wont be quite that shiny in the final level, but I'm thinking of having it in stainless steel to get a strong landmark/focuspoint in the level.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • February 20, 2009 at 5:29 PM
    Quote from Hipshot

    I think the glow around the lamp looks too strong... and what's up with the sky?Else, I think it looks good, what game mode is this for?

    Thanks. It's a deathmatch map. Regarding the lamp, atm it only has an in editor created material on there. It will hopefully look better with some textures and a mask for the selfillum. I always try to mockup models and materials in the engine before I finalize anything. Is there anything specific that you don't think looks right with the sky?

  • WIP in WIP, post your level screenshots!

    • Nurb
    • February 20, 2009 at 5:07 PM

    A couple of early wip screens of my current UT3 project. All assets (except the smokesprites atm >_<) are custom made and I will do new iterations on all of it before the environment is finished.

    [Blocked Image: http://www.claeng.com/__forumpublish/exjobbbajsbana07.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/exjobbbajsbana08.jpg]

  • totally random texture thread

    • Nurb
    • February 14, 2009 at 12:12 PM

    That looks awesome

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