Posts by Fuzyhead
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Hey, thanks for the comments, I just saw that someone posted in here so I am sorry for the delayed answer
Quote from FMPONEI would crit the decision to indent older work, it just seems a bit odd and I'm not sure I dig it aesthetically.
Yeah Indeed, I think I am going to kick the Foxhound and other unfinished stuff (and probably the Chase section as well) out as soon as I finished creating new content.
Thanks again for the feedback.
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Looks solid, but I can not find any layout process, planning or similar. Since you are a level designer I would clearly like to see something like this if I would like to hire you (gameplay thoughts, you know?). In addition everything seems quite... Usually. There is no special area or environment you tried you create, just the common CryEngine forest/swamp scene. Maybe you should pick a special artwork and try to focus on a smaller scene and make it as detailed as possible instead of creating an entire landscape with less amount of details.
I would also get rid of the entire concept art section.Last but not least you should consider to change your header - Slayer Designs? Sounds more like you would like to go into the modding scene, better use your real name or something similar as a header.
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Quote from Minos
Did you use dDO on that?
Yes, I guess I used it to intensive?^^
Quote from SteppenwolfDisplay MoreFuzyhead i see on your models a lot of these issues what looks like smoothing errors:
[Blocked Image: http://i.imgur.com/w4mX2QU.jpg]
Having a closer look at your maps this seems to be caused by two things:
It looks like you bake your normal maps without padding. Padding is there to avoid such cases so i recommend in the future you bake with padding.
The other thing that makes it even more noticable is that your diffuse is just on a black background (what looks like with no padding either). So instead of black background just use a color that blends well with most of the texture. This way you will get less of these darkened edges.
Thanks Steppenwolf, I'll try to edit/redo the normal and diffuse with your tipps tomorrow.
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I would say you could use some more contrast, but that's just my 2 cents.
Anyway, some progress with the dual special, hope you like it:
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_12_thumb.jpg]
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_textures_thumb.jpg]
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I tried to add a few details on the edges and edtied the gloss and spec since the material definition needed a bit of work.
Hope you like it:
[Blocked Image: http://mathiswidrat.com/images/dual_sp…_special_12.jpg]
And the textures used:
[Blocked Image: http://mathiswidrat.com/images/dual_sp…al_textures.jpg]
In addition I created a rough turntable and uploaded the video on youtube.
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After quite some time I felt like working on it (again) in order to make the diffuse and to get used to dDo. Maybe I added to much dirt, some feedback would be great - what I achieved today:
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_09.jpg]
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Damn this looks just... amazing. I have to admit I don't really know what you mean by "proper PBR". However, I really would like to see the textures and the wireframe if you don't mind

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Edited my portfolio once again: http://www.mathiswidrat.com
Reworked the header, added new category, switched Foxhound render screens from UDK to CryEngine, changed order on main page and other minor fixes.
Hopefully I fixed most of the problems you guys mentioned. Thanks for the great feedback so far

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Quote from Skjalg
At least, if I was looking for a level designer, that is what I would look for in a portfolio.
Hm indeed, I should change that soon.
Quote from BJA"My job was to make a the entire level." sounds a bit vague, especially since this was a team project with 8 other guys. [...] Same goes for the Badland level, it's really hard to tell what you did there.
I thought I wrote some more detailed description, thanks for the hint.
Now I got a few things to fix, thanks for all those feedback. I'll try to change the things you mentioned as soon as possible

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Thanks for the feedback. And yeah . it's indeed a blocktext but it didn't scraed me (that much)
Quote from SuperDuperYeahseeing Environment Art..ist AND Level Design...er which are two different things with two completely different skill sets
Yes the header is still from the "older" version of my portfolio when there were more levels presented, I should get rid of it.
Quote from SuperDuperYeahbeing a "fresh graduate game design student" but you did a Bachelor of Arts?
That's the dilemma of the degree, it's called "game design" but you can choose from any role in the industry. From coding to concept art. I might simply should delete the "game design" in this particular sentence, shouldn't I ?
Quote from SuperDuperYeahSo I would make your contact info a bit bigger. I would also include some wireframes of your stuff,
Larger contact information always annoyed me on cool pictures, that's why I made them a bit smaller. And yes, I really should add a few more wireframe screenshots...
Quote from SuperDuperYeahI'd like to see more than guns and vehicles [...] feeling that you're a "Prop Artist" rather than an "Environment Artist"
That's something asking myself as well... I noticed that making single detailed assets was more fun to me, rather then creating numerous smaller assets for an environment.
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Quote from Warby
you should have no trouble finding a job with that folio
Thanks for the kind words, I hoped so as well. I started applying 2 months ago at far more than 20 studios, but unfortunately I only received a hand full of answers and no positive ones by now.
So if anyone finds some kind of "No-Go" on my website, please don't hesitate to tell me.
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I just graduated my bachelor of arts and I'm currently looking for a job in the game industry as a junior artist - therefore I updated my portfolio. There's no content left from the former portfolio (badlands maybe) and the focus is set on assets instead of levels.
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Just found some screens from my second UDK project I worked on during my time at university (Rocks and plants are from other persons).
[Blocked Image: http://abload.de/img/asd1zfliy.jpg]
[Blocked Image: http://abload.de/img/asd2ghx8r.jpg]
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Quote from dux
red cross wtf where does it heal people with bullets
hehe, I guess it's named after the painted red cross on the muzzle.
Anyway, finally felt like continue working on this weapon. It's quite an early bake (some errors on the rails, handle and other parts) but I think it's a solid start. Hopefully I'll be able to post some more screens within the next week.
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_07.jpg]
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I created a new topic for the weapon I'm currently working on (didn't want to spam the WIP thread). If you want to take a look And Sigma, I hope I implemented your suggestion and you're fine with the result so far. Would be great if you could check the current version as well.
and sorry for the double post

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Hey everyone,
I' currently working on a weapon which is based on this concept. Although the functionality of the weapon is at least... let's say “controversial” I chose it because of the interesting and unique design.
The weapon is currently in the making and I'm going to post my progress in this thread. Any feedback and criticism is welcome.
So finally, the latest images:
05.05.2014:
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_12_thumb.jpg]
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_textures_thumb.jpg]
Lowpoly (currently 9.620 Tris):
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_06.jpg]
Highpoly:
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_04.jpg]
[Blocked Image: http://mathiswidrat.com/images/dual_special/dual_special_05.jpg]
Like said before, any feedback and criticism is welcome.
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Quote from Sigma
This is going to be me nitpicking as always.
Hehe, no problem, any feedback is welcome.
Actually I don't really know how this weapon works, I just picked a concept that looked interesting and unique to me. That's also why I wouldn't like to change much from the original concept, even so there might be some functional errors- the author explained it by saying the weapon is some kind of futuristic/sci-fi smg. In addition some (as far as I've seen most) rifles with bullpup design actually do have the charging handle at the front, like the Steyr Aug you mentioned.
But you're right, "that tiny thing below the charging handle" should be a little bigger, as well as the rail on top- I'll rework them

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Thanks for the kind words (and the likes, yeah
). And yes penE, it's bases on this concept. Indeed, the back/shoulder rest is a little boxy, but it's caused by a second magazine for long range targets (I guess that's what you mean?), that unique function/design is one of the main reasons why I started to create this weapon- Even so I made some small changes of the proportions. Going to create the missing parts (holo sight and front grip) now.