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  3. Em'

Posts by Em'

  • Another issue with normal maps

    • Em'
    • May 24, 2013 at 2:29 PM

    sooooooo

    new try, now with "show texture" box checkek ;p

    So i imported your fbx : normals were weird > unlock normals > smooth all. I also tried to clean uvs so that you'll use less vertices with a similar render (few littles seams noticable from close). Then baked a quick hipoly and here it is : no issues.

    So seing your fbx, i think you did not smooth correctly your vertex normals :

    [Blocked Image: http://uppix.net/c/6/7/f4dfdcd75fb5f1ffdff82bbce57catt.jpg]

    file test :

    https://www.dropbox.com/s/psq4sp7nw40qjzy/test.rar

    s : i'm not a normalmapping pro ^^ so maybe someone gonna find a better explaination / solution

  • Let's hear it for the boys!

    • Em'
    • May 11, 2013 at 11:28 PM
    Quote from Pampers

    i will create de_fedora and make millions

    I you want success, better make a gg_fun_killbox_fedora. It's counter strike maaaaaan

  • ITT: Post maps/scenes that never saw the light of the day.

    • Em'
    • May 7, 2013 at 1:20 PM

    Really dig that screen Seldoon !

  • Team Arguments

    • Em'
    • April 23, 2013 at 4:20 PM
    Quote from Steppenwolf

    When the dungeons are randomly created what exactly is the point of a level designer on the project? Sounds more like the job for an artist to create the rooms. So for an artists it shouldn't really matter which engine to use. He will spent most his time in other tools. I would go with what the programmer feels more comfortable with.

    Phoenixx157 you should see the bright side that you get experience in two different engines/toolsets. It will help your CV when you apply for a job.

    Not necessarily, they can split the tasks : artist modeling only items, props, walls, etc, and LD making prefabs with those meshes to create several portion of rooms.

    I also think that unity, seing the features, would fit better for a small team like you have. Unity is easier to use and do not request a lot of knowledge of the software : importing objects, settings project, materials, etc is way easier to accomplish.

    And just to say : i did my last year project under UDK with 17 guys, that was fun, but it was also painful for our programers to learn Uscript instead of using C++.

  • DE_GWALIOR

    • Em'
    • April 20, 2013 at 5:45 PM
    Quote from kikette

    If we win the prize, I think I'll share some coke and biatch with everyone who vited Gwalior.

    I voted !

    If you know what i mean

  • Jean-Paul Jarreau - Photographer/Level Designer

    • Em'
    • April 19, 2013 at 4:01 PM

    The problem of loading seems to be that there is no steaming : it waits to load everything to show any pics. Maybe because of an iframe, not a pro dev

  • [WIP] ar_cobertura

    • Em'
    • April 15, 2013 at 9:21 AM

    Small and quick comments :

    [Blocked Image: http://i.imgur.com/OIgfAqO.jpg]

    In that screen, we found the largest tree in the world. And its been chopped for that skycraper floor !

    Maybe replace with a texture that fits better, like fine wood plank.

    [Blocked Image: http://i.imgur.com/LzHUVsu.jpg]

    Maybe add some lights in this one,it's a bit dark for a restaurant.

    [Blocked Image: http://i.imgur.com/2r83KVD.jpg]

    And overall I think the light is too yellow.

    --

    It looks good, but lacks some details (on textures and brush) to make it really smooth and clean ^^

  • New way to send a cover letter

    • Em'
    • April 13, 2013 at 5:18 PM
    Quote from JeanPaul

    Honest opinion: It screams misplaced effort. Why would you spend your time on this when you could be making better props/game shit?

    That's called marketing

  • De_ruins

    • Em'
    • April 13, 2013 at 8:37 AM

    I agree too, more blue in shadows + orangish lighting, it's what i like

    BUT but the fact that the shadows are reddish makes the level stuffy, like a furnace.

  • The random model thread!

    • Em'
    • April 10, 2013 at 8:37 AM

    knj and RedYager,

    In motion, the spec looks fine but far from perfect ^^, i'll try to edit detail on metal, make it smaller and add some scratch on used edges

  • ITT: Post maps/scenes that never saw the light of the day.

    • Em'
    • April 9, 2013 at 5:07 PM

    dat art

  • De_ruins

    • Em'
    • April 9, 2013 at 1:47 PM

    Those 2 last shots are sexy !

    I'm still not fond of the shadows, I would have preferred a more profound and stifling atmosphere, something sunny but also that brought out the "dense forest and lost ruins".

    edit; nah, all screens are sexy. I would love to see it ingame.

  • The random model thread!

    • Em'
    • April 9, 2013 at 1:00 PM

    Just a wip progress on that first highpoly gun... I wanted to use Ddo, but licence is so expensive

    any critics on how to improve that texture work is welcome

    [Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_08.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_07.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_09.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_06.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_05.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_04.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_03.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_02.jpg][Blocked Image: http://www.simon-aublet.com/SVD/aublet_simon_svd_wip_01.jpg]

  • WIP in WIP, post your level screenshots!

    • Em'
    • April 1, 2013 at 10:51 AM

    Wow its really nice Pogop !

  • WIP in WIP, post your level screenshots!

    • Em'
    • March 31, 2013 at 1:14 PM

    Its cleary better, but still strange about lighting : your sun is pinkish/orangish, but do not has enough contrast to loos like a sunlight.

    Usually it lose contrast in the shadows when the sun is hidden by clouds (it smooth shadows and levels, but also the intensity of colors).

    I'd like to see what gives a directionnal light with more contrast, like this pic where the light burns the surface (http://cdn2.steampowered.com/v/gfx/apps/730…pg?t=1360355165)

    Or maybe it's just the skybox that mislead me

    edit ;like this http://uppix.net/7/8/a/6acecb73567f33a85669f85a20fd1.gif

  • Geoffrey Rosin - Environment artist / Texture artist

    • Em'
    • March 11, 2013 at 4:11 PM

    +1 Knj ! Your texture work is really amazing.

  • WIP in WIP, post your level screenshots!

    • Em'
    • March 4, 2013 at 9:44 PM

    Clean render PhilipK, may I ask what engine are you using ?

  • Awesome looking games that have never seen the light of day

    • Em'
    • December 16, 2012 at 3:10 PM

    That said it can be assumed that they are working on a new project

  • GTA V

    • Em'
    • November 15, 2012 at 7:53 AM

    gta5 looks amazing.

    It should be fun to be level designer at Rockstar

    "Ok, guys, all we need is a city larger than all maps together... Oh and fuck you for crunch"

  • The random model thread!

    • Em'
    • November 11, 2012 at 9:44 PM

    Ok, you guys, made me want to model a weapon ^^

    First true try at hardsurface for weapons , any crits welcome, i've done so many mistake with that

    [Blocked Image: http://simon-aublet.com/devblog/wp-content/uploads/2012/11/SVD_wip.jpg]

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