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  3. AlexM

Posts by AlexM

  • Killing Floor

    • AlexM
    • May 16, 2009 at 3:02 AM

    The only reason I heard about this game was someone on my steam list was playing it. Is this a source engine game?

  • InterWave Studios hiring 3D Environment/Prop Artists

    • AlexM
    • May 16, 2009 at 2:20 AM

    This is the same interwave that runs steamfriends?

    If so you should hear from me in the next day or two

  • SPLIT: L4D Tools Discussion

    • AlexM
    • May 16, 2009 at 1:57 AM

    also valve has released sketchup mapping tools?

    http://developer.valvesoftware.com/wiki ... urce_Tools

    seriously? I hate sketchup with a passion. I cant help but think that effort would be better spent bringing hammer up to moder day standards. It's a little annoying waiting 2 hours to see how your lighting changes turned out when crysis does it in real time.

  • Almost 12% of US Games Biz Laid Off

    • AlexM
    • May 16, 2009 at 1:02 AM

    lol I couldnt have picked a worse time to enter the games industry.. I think

  • WIP in WIP, post your level screenshots!

    • AlexM
    • May 9, 2009 at 8:33 PM

    very nice popcornjake, I love what you've done there.

  • Lighting TH-Canyon and TH-Stronghold (UT3)

    • AlexM
    • May 4, 2009 at 8:11 PM

    That first picture is awesome!

  • OB SDK models emitting light

    • AlexM
    • April 24, 2009 at 5:35 PM

    I've had a lot of weird artifacts popup when using lights.rad with the episode1 engine. I never had any problems in goldsrc. These days I just use entity lights for the sake of my sanity.

    I really do miss emmissive surfaces though :/

  • Street Fighter IV

    • AlexM
    • April 11, 2009 at 10:20 PM

    I dunno whenever I play a high ranking Gen they just destroy me. Some of those style swtiching combos are just brutal

  • The random model thread!

    • AlexM
    • April 10, 2009 at 6:04 AM

    so awesome great work!

  • [UT3] - DM Fort (working name)

    • AlexM
    • April 9, 2009 at 7:40 PM

    yeah you might consider dropping some surfaces down as low as 4-8 to get more defined shadows. Some things like the lantern appear to be casting no shadow but it could just be because the luxels are so large. 32 in unreal tends to look too vague IMO

  • Street Fighter IV

    • AlexM
    • April 9, 2009 at 12:49 AM

    I cant wait until I get an arcade stick

    Anyone used both octo-gate and square gate? When I think about it I feel like I'd be better off with square gate, I seem to remember octogates being really slippery.

  • [UT3] - DM Fort (working name)

    • AlexM
    • April 9, 2009 at 12:47 AM

    waht is your general lightmap resolution?

  • WIP in WIP, post your level screenshots!

    • AlexM
    • April 7, 2009 at 8:06 AM

    looking great Albatros

    The only thing I noticed is the buildings dont seem to be casting very defined directional shadows. If you look in the bottom right of the first picture, the street light doesn't seem to be casting a shadow. Is that because the weather is overcast?

    Images

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    • fivetwelvefour0015.webp
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    • fivetwelvefour0022.webp
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  • Scene from a Movie - Aliens

    • AlexM
    • April 5, 2009 at 6:12 PM
    Quote from Seldoon182

    Today!

    good luck guys! It's one of the best (if not the best) entries I've seen so far.

  • Scene from a Movie - Aliens

    • AlexM
    • April 4, 2009 at 11:47 PM

    wow it's really coming together now. When is the deadline?

  • WIP in WIP, post your level screenshots!

    • AlexM
    • April 4, 2009 at 6:36 PM
    Quote from the0rthopaedicsurgeon

    some of the kanji are backwards too, the white and brown banners on the left, and the white and red ones on the right.

    hehe I was recently made aware of that, I'll make sure that's fixed before I start to render out the final stuff

    Quote from JonM

    Spicy,you need more light in the street, add light coming from the shop windows or something, your hiding all the wonderful detail there.

    I just made a new skydome (with some clouds) to try to bounce the light inside, hopefully these renders are a little better. As for the shop windows, I'm kind of cheaping out right now with semi-reflective windows to avoid doing the interiors. I plan to do the interiors at some point but I looked at my reference photos and kind of came to the realization that the interiors would take way longer than the whole scene itself. I do want to do them at some point soon though. This would also explain the number of closed storefront garage textures.

    EDIT: just looked over the reference photos and realized I'd neglected to do all the outdoor light fixtures. I'll get on those next.

    Quote from Schmung

    Hi Tanuki - scene is shaping up really nicely so far, but the two things that bug me are the road and kerb texture. The road texture seems to be stretched a little bit and looks too soft and the kerb texture doesn't seem to be doing anything at present. Not sure where you're going with dirt/grime or if you want to keep it really clean, but even if you're doing that I think a bit of dirt and wear around the bottom of things and in corners etc would help it come alive a bit more.Oh, another thing that I just noticed - left hand side market stall thing - there's a really blurry airvent type texture there at a weird angle. Looks very odd. Sort it or remove it. I'm still not too keen on the wood texture you've got on the frame of that thing either as it looks a bit low-res, though you may not be able to do anything about that.

    Nit-picking aside, coming along very nicely. Nice job mate.

    All good points. For the market stall, since it's unwrapped I just may gie it a bit of a retexture. I'll do a big dirt pass on my stuff very soon, a lot of it is tiling textures, so I'll have to lok into multiple UV chanells (I've never worked with them before).

    Also I tried redoing the street texture, hopefully this one is a little better.

    Thanks for all the crits and comments!

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/072.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/74.jpg]

    edit: ^^ I just realized the roof is a little nmessed

  • Scene from a Movie - Aliens

    • AlexM
    • April 2, 2009 at 12:21 AM

    VERY nice texturing on that last model there. I now see the value in colored reflection maps.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • April 1, 2009 at 11:36 PM
    Quote from m8nkey

    Awesome work SpicyTanuki. The only thing that bothers me is the low level of geometric detail in the road compared to the rest of the scene.

    good point, I'll look into improving it. I'm not super happy with my texturing or the geometry on the road currently.

  • WIP in WIP, post your level screenshots!

    • AlexM
    • April 1, 2009 at 11:08 PM

    Getting there. As I said before, I really need to work on my texturing skills. I'll focus on that (and just general art/drawing) after this project.

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/063.jpg]

  • Street Fighter IV

    • AlexM
    • March 28, 2009 at 7:44 PM

    woow,, very nice.

    I guess I should focus more on her juggles rather than ground-links

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