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Posts by AtsEst

  • Dishonored

    • AtsEst
    • October 21, 2012 at 9:22 PM
    Quote from Rick_D

    i knida feel like that fits the rest of the game, there isn't any clutter - if it's there then it's there for a reason. it may be quite a simple game, the AI isn't Hitman where everybody has a hundred routes to take and a thousand different ways of being disposed of, but what it does it does very well. that's how i look at the endings

    Quote

    I think that both of the bad endings reveal more of the "true" color of the characters as they break under pressure and general state of mind. Refering to Emily and the emo looking dude pulling the strings. Also to the mentioning of the fact of Dunwall being rotten from the inside, which I guess would have been true at the point of time for any of the endings.

  • Iron Man 3 Teaser trailer for trailer teaser

    • AtsEst
    • October 21, 2012 at 9:12 PM

    Exited for the movie, but looking at the color scheme of the new suit makes it seem a bit creamy and soft looking, I still wish they would turn it around.

    It is a private video and the url is https, that i why it isn't recognized as a video, because otherwise just pasting the link would suffice in it being automatically recognized as media.

    Removing the s gets it embedded (just adding the media tags to the url doesn't work):

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Dishonored

    • AtsEst
    • October 17, 2012 at 6:35 PM
    Quote from Evert

    I never managed to get low chaos How much of a pacifist chicken do you need to be?

    I got it and i had things turn to sh*t on a lot more than one occasion + everyone who deserved to got the blade. In total I got maybe 3 or 4 high chaos ratings in the chapters.

  • MapCore Job Census

    • AtsEst
    • October 16, 2012 at 6:24 PM
    Quote from Corwin

    Been here less than a month and managed to sneak the Hurg into his first team presentation. Respect!

    Thought it to be adequate as if it weren't for mapcore I most probably wouldn't have gotten the offer.

  • Dishonored

    • AtsEst
    • October 14, 2012 at 12:33 AM

    Got it with the GMG deal and just finished it. Steam says it took me ten hours with reasonable amount of exploration, going to have a more thorough replay when I get the chance. All in all it was super fun and most probably game of the year for me.

    The amount of anticipation and intensity the gameplay offered was awesome, the situations escalate really quickly and bad things happen. I felt like Liam Neeson in Taken only with badass magical powers. Sneaking around trying to be as humane as possible, choking a guard to put him to sleep only to be seen by another guard and... 30 seconds later everyone in the vicinity is dead you are running with the non existent remains of your health there are guards chasing you and you end up in the way of a tall boy. The mechanics themselves were quite solid as well offering a good balance between action, stealth and a whole lot of options to tackle things.

    Then there is the setting and mood it provides. All of the characters are flawed and somewhat fucked up one way or the other, the steampunk sci-fi city (Antonov delivers and so does the general art direction) is in ruins being engulfed by plague and the decisions you make quite often have a questionable ethical consequence one way or the other (do you really want to take Lady Boyle to the freaky guy in the boat?).

    Sadly, for me the story didn't offer the same level of anticipation and intensity the gameplay offered. It did have it 's moments though and I was most of the time completely immersed in the world. Although the characters are multifaceted the delivery made them seem a little bit flat and I wasn't completely in sink with their motives either, making me feel somewhat disconnected from them. Especially when I was in a dialogue myself, when eavesdropping or just seeing the interactions of characters felt a lot more natural. That said I did want to make a grand entrance at times by lets say blinking in front of my target and see what he has to say just before I finish him with my sword up close and personal and I must admit it felt quite good.

    From technical standpoint the texture resolution didn't bother me (due to the art style I guess) but the object is/isn't in shadow thing and low poly meshes did. Those things and particle effect quality and soe other things shows its console heritage.

    The game has a fair share of minor problems but I didn't really care about them and took away the positive instead.

  • Star Citizen

    • AtsEst
    • October 12, 2012 at 7:12 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Quote

    Quote Star Citizen brings the visceral action of piloting interstellar craft through combat and exploration to a new generation of gamers at a level of fidelity never before seen. At its core Star Citizen is a destination, not a one-off story. It's a complete universe where any number of adventures can take place, allowing players to decide their own game experience. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or enlist as a pilot, protecting the borders from outside threats. I've always wanted to create one cohesive universe that encompasses everything that made Wing Commander and Privateer / Freelancer special. A huge sandbox with a complex and deep lore allowing players to explore or play in whatever capacity they wish.

    http://starcitizen.robertsspaceindustries.com/

  • WIP in WIP, post your level screenshots!

    • AtsEst
    • October 12, 2012 at 6:39 PM

    Sweet work man.

  • MapCore Job Census

    • AtsEst
    • October 10, 2012 at 7:24 PM

    So it is my second week as an intern lighting artist at Crytek Frankfurt.

  • The Natural Selection 2 Thread

    • AtsEst
    • October 8, 2012 at 8:01 PM

    Finally got around to playing it this weekend. Even for the fact that I have to run it on minimum and it still kinda lags a bit (running on a midspec laptop) I had a super fun time with it.

    @Mr. Ben: If you haven't been offered a key yet just send me a pm.

  • WIP in WIP, post your level screenshots!

    • AtsEst
    • September 25, 2012 at 12:05 PM

    [Blocked Image: http://i185.photobucket.com/albums/x192/AtsEst/ScreenShot0002-1.jpg]

  • i want dynamic global illumination

    • AtsEst
    • September 23, 2012 at 3:45 PM

    Here is an article by a crydev member regarding his findings about the GI solution: http://www.crydev.net/viewtopic.php?f=1 ... 61#p802861 as you can see there are a lot of variables that contribute to the final quality and give and take between them, that is just the stuff what you have to deal with limited computation power.

    I prefer to use environment probes in conjunction with hand placed ambient lights (only subtle use GI where I find it necessary), I just feel that this approach offers so much more control over the final look compared to any automated global solution. Though it can be a pain when dealing with scenes that have a dynamic nature.

  • Black Mesa Source

    • AtsEst
    • September 14, 2012 at 3:48 PM

    403 Forbidden

  • Black Mesa Source

    • AtsEst
    • September 14, 2012 at 3:13 PM

    35min

  • The Natural Selection 2 Thread

    • AtsEst
    • August 28, 2012 at 3:03 PM

    Looks awesome

    You just got yourself one more preorder.

  • Level Design Help Files

    • AtsEst
    • August 16, 2012 at 7:11 PM
    Quote from RedYager

    Guys I'd like to ask a question here rather than start a new thread. What are you views on 'copying' vs 'Inspired' from a level design point of view?

    I'm not talking Zynga copying (that's just overkill). I'm talking rough layouts and perhaps settings or locations levels take place. For example I want to start a new small level design project. I'm no environment artist, So I often look to existing concept art or existing games for a setting or style. I like the design and architecture of the Citadel in Mass Effect, yet when I start looking at images, I feel like I'm just 'copying' what I see in both layout and visual terms, sometimes without realising it.

    The positive response to Jean Pauls new TF2 map based on Avalanche has got me thinking how many other level designers do this. Do you believe this is evidence of lack of imagination or skill within a level designer, or is actually showing their ability to use others work to influence their own for a better result, thus showing skill?

    Are these feelings of 'copying' actually inspiration?

    Cheers

    Says everything and more what I'd try to say better than I ever could:

    I recommend watching all of the parts: http://www.everythingisaremix.info/watch-the-series/

  • Congratulations HP!!!!!

    • AtsEst
    • August 5, 2012 at 7:48 PM

    congratz man

  • Your favorite TV show's are.....??

    • AtsEst
    • July 11, 2012 at 1:24 PM

    The Big Bang Theory

    Burn Notice

    Sherlock

  • Prometheus

    • AtsEst
    • June 25, 2012 at 5:52 PM

    VFX work and some insight to the story:

    http://www.cgsociety.org/index.php/CGSF ... prometheus

  • [Sketchup] to [XSI] or [Blender]...

    • AtsEst
    • June 8, 2012 at 11:12 AM

    For blender:

    http://www.crydev.net/viewtopic.php?f=315&t=80167

    Look through the thread there should be a download somewherte in there.

    As I'm not a blender user I am not sure what features are supported at the moment, but it should handle basic modle export at least.

    In XSI you can use polymesh->triangulate.

    But it would most definitely be easier to use Max.

    For one project I decided to use Scketchup to do some architectural elements, ths is what ensued: inside the Editor iI converted cryengine solids to .obj( -> Softimage, to make the model edible for Sketchup, (not sure about this step) ) -> Sketchup, model an interior -> Softimage, fix the awful topology -> Max, for export to engine.

    Never agan.

  • The random model thread!

    • AtsEst
    • May 16, 2012 at 3:39 PM
    Quote from Steppenwolf

    I switched to zbrush now because i never was happy with my results in mudbox either. The mudbox brushes just suck. With zbrush i find it much easier to get decent results. The standard brushes are much better and it's simple to make your own too. Sure the program is intimidating at first compared to mudbox but the switch actualy was much easier then i thought. I'm really happy about my decision to learn zbrush eventualy.

    Totally agree with you, but sadly there is no free edu. version for it

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