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  3. Nurb

Posts by Nurb

  • totally random texture thread

    • Nurb
    • February 9, 2009 at 8:39 PM
    Quote from PhilipK

    really nice nurb! especially like the ground one

    Thanks

    rockdude86 You are much better off reworking that from scratch in the higher resolution. The original underneeth has just gotten blurry and the photomaterial you put on there only added grain and noise.

  • totally random texture thread

    • Nurb
    • February 9, 2009 at 3:51 PM
    Quote

    ":8cdgx4bl]Oh wow dude, those are absolutely awesome!Are those ingame screenshots?

    Can you explain the worflow to achieve this kind of results?

    Thanks No, they are renders from Maya.

    On the workflow, basically i just lay out som low poly stuff in Maya then model it into high poly stuff in Mudbox. Then I take the highpoly stuff back into Maya and project as much info I need about the stuff (normals, ao, color etc) onto a plane. Then I take those images into photoshop and make them tile (cause they usually dont tile 100% when I get them from mudbox) and after that it's pretty much just making a diffuse and specular+gloss+whatever as always.

  • totally random texture thread

    • Nurb
    • February 9, 2009 at 1:33 PM

    A couple of modelled textures for an UT3 project. Crits are welcome.

    [Blocked Image: http://www.claeng.com/portfolio/texture_brickwall1.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/texture_cobblestone1.jpg]

  • [UT3] Oil Field Scene

    • Nurb
    • January 29, 2009 at 8:33 AM

    You have done really well on the atmosphere and the theme is held together by a good degree of consistency. The purple and blue lights stand out of the colorscheme in a bad way imo. Either you could go for red lights which would make them more monochrome with the rest of the scene, or you could add more blue/purple into the color composition to balance it up a bit. As for model placement, I think you have gone alittle too much with comfortable 90 degree angle placements with the pipes, walls and fences and powerlines. Throwing some large defining diagonals in there would really break this pattern up in a good way I think. The landscape inside of the compound has the same problem, it's strictly flat which makes it uninteresting, there isn't alot of z-axis in the scene until you get to the background with the hills which look brilliant. The indoor area feels very empty compared to the outdoor scene and aside from the blue windows there is no hint that it's the same level. Did you make the sky aswell? It works really well with the fog and smoke, as I said before, well done on the atmosphere.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • November 27, 2008 at 7:08 AM
    Quote from tofu

    I'd be keen to hire anyone who's done anything in any engine - as anyone who's been in the industry for a while should know, it's not that difficult to learn new engines when you're forced to use them 8hrs a day It's also beneficial to know more than one engine as it can open your eyes to different pipelines and future tech requests for your own toolset.

    Fully agree.

    It doesn't hurt to know the cutting edge technologies ofcourse, but learning a new tech can be done in months, getting an artistic sence is a lifetime pursuit. Ofcourse, it's hard to show that you actually have an artistic sence if you just work on old tech, so it's probably good to use an engine that doesn't limit you too much. From that perspective I'd say Source isn't the best choise, but I think that generally if someone can make a scene look really good in source, the same person can make a scene look like pure awesome in Crytek or UE

  • The random model thread!

    • Nurb
    • November 7, 2008 at 11:43 AM

    Awesome work pomp! You have improved alot. Is this for a personal project or a certain mod?

  • WIP in WIP, post your level screenshots!

    • Nurb
    • October 24, 2008 at 6:35 AM

    Thanks for the comments E-freak: I'll think about how to make that look better, hopefully I have some of the overlay-budget to spare.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • October 23, 2008 at 3:21 PM

    Some new/updated shots from my Decadence (Source) level:

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow39_01.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow39_02.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow39_03.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow39_04.jpg]

  • The only constant in the world is change

    • Nurb
    • October 23, 2008 at 12:19 PM
    Quote from Hourences

    But what is a player?If some dude who plays games once a year plays your level and gets stuck, how do you go about that? A 12 year old may have more trouble finding the solution than a 20 year old, does that mean you should make it easier? Etc.

    Of course if half of them can't figure it out, there is something wrong, but imo a player is not correct per se. I only consider changing things if it is really well argumentated, or if it really is a large group of people complaining about it.

    What you talk about is difficulty though. If as the first post mentioned, the level is too big, it doesn't have to do with difficulty but gameplay quality. Difficulty is subjective while quality is relative. Quality can be better or worse while difficulty can just be "different".

    I agree that all feedback should be filtered. Often I use feedback from individuals but transform it into an implementation very different from what the person first suggested, in order to improve the quality without taking too much away. I find it important to try to pinpoint the "essence" of feedback and find the best solution to it rather than to blindly follow suggestions. Sometimes the suggestions are exactly what I end up doing, other times not.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • October 19, 2008 at 10:27 AM

    Looks like a potentially good looking miniature level as seen through a microscope

  • DM-Blacktoe

    • Nurb
    • October 19, 2008 at 9:01 AM

    Judging by the screenshots the environment seems really unfinished. The light (as you mentioned) is really boring and washed out. There is snow on the ground but nowhere else (roofs? piers? on top of objects). Making a snow level is a bit hard this way, since there needs to be a lot of custom assets, but it really doesnt look good when there is snow in one logical place but not in another. The power cords in the 5:th screen look bulky, like you've made them out of brushes. The fog works somewhat outdoors but not indoors at all. From a level point of view this level seems like an excersice in placing square buildings and containers on a generally flat surface, there seem to be very little vertical gameplay going on which is a very important aspect to UT3 levels.

    Keep trying though, you'll get there (but probably not with this map).

  • New Compile Tools for any Source game

    • Nurb
    • October 14, 2008 at 8:49 PM
    Quote from e-freak

    OT: You've an own office for Decadence? o_O

    Yeah, sort of. But maybe not so much that we "own" it as "having made a takeover of a University computerroom for the last year or so"

  • New Compile Tools for any Source game

    • Nurb
    • October 14, 2008 at 12:03 PM

    Looks similiar to the compiler we use in the Decadence office. Only our net compiler distribute the jobs on all our computers. 20 cores is nice for compiling <3 Johan our programmer (just needed to brag)

  • WIP in WIP, post your level screenshots!

    • Nurb
    • October 6, 2008 at 6:32 AM

    Reminds me of the cable car station in Vampire the masquerade. Looks nice, though the light could use some slight colorvariation indoors.

  • British gamer killed over gaming grudge.

    • Nurb
    • October 1, 2008 at 6:53 AM

    Yay, more food for the morale panic warriors Any death involving a game in any way is always brought into heavy attention.

    Of couse a person can be urged to kill another human due to interaction over a game community, no question about it. But it's not the game that is the weapon but the interaction and the mindset of the individual(s), and interaction between humans has taken place even before games. As long as people have the possibility to meet with eachother in person they will sometimes kill eachother. It's some kind of primal instinct I guess X(

  • DM-Worm [Final]

    • Nurb
    • September 30, 2008 at 8:13 PM

    Thanks for the comments all

  • WIP in WIP, post your level screenshots!

    • Nurb
    • September 29, 2008 at 4:16 PM

    HP, it's the laserdot. Couldnt hide it with the consol X(

    Minotauro, yes, Decadence is a TC.

    Thanks

  • WIP in WIP, post your level screenshots!

    • Nurb
    • September 29, 2008 at 3:28 PM

    3 screens from my Decadence level dec-deathrow which will be in the mod at release.

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow02.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow01.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/deathrow03.jpg]

  • The Ball - Indie FPS Action/Puzzle Game

    • Nurb
    • September 29, 2008 at 6:36 AM

    Good idea to give some more attention to the ball seeing as it is always in focus. And impressive play time on Oztoc, you guys really haven't been lazy

  • WIP in WIP, post your level screenshots!

    • Nurb
    • September 27, 2008 at 8:45 AM

    Looks awesome, nice architecture. Those supports wouldn't be able to hold the building up though.

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