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  3. Fuzyhead

Posts by Fuzyhead

  • The random model thread!

    • Fuzyhead
    • July 31, 2014 at 12:37 PM

    [Blocked Image: http://mathiswidrat.com/images/misc/urban_house.jpg]

  • Mathis Widrat - Environment Artist

    • Fuzyhead
    • July 20, 2014 at 9:36 PM

    Hey, thanks for the comments, I just saw that someone posted in here so I am sorry for the delayed answer

    Quote from FMPONE

    I 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.

  • Slayer Designs - Level Designer

    • Fuzyhead
    • May 12, 2014 at 10:05 AM

    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.

  • The random model thread!

    • Fuzyhead
    • May 5, 2014 at 7:45 PM
    Quote from Minos

    Did you use dDO on that?

    Yes, I guess I used it to intensive?^^


    Quote from Steppenwolf

    Fuzyhead 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.

    Display More

    Thanks Steppenwolf, I'll try to edit/redo the normal and diffuse with your tipps tomorrow.

  • The random model thread!

    • Fuzyhead
    • May 5, 2014 at 4:12 PM

    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]

  • [Weapon] Red Cross Dual Special

    • Fuzyhead
    • May 5, 2014 at 4:06 PM

    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.

  • [Weapon] Red Cross Dual Special

    • Fuzyhead
    • May 3, 2014 at 4:49 PM

    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]

  • The random model thread!

    • Fuzyhead
    • April 29, 2014 at 12:20 AM

    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

  • Mathis Widrat - Environment Artist

    • Fuzyhead
    • April 14, 2014 at 1:47 AM

    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

  • Mathis Widrat - Environment Artist

    • Fuzyhead
    • April 4, 2014 at 12:12 AM
    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

  • Mathis Widrat - Environment Artist

    • Fuzyhead
    • April 3, 2014 at 11:10 AM

    Thanks for the feedback. And yeah . it's indeed a blocktext but it didn't scraed me (that much)

    Quote from SuperDuperYeah

    seeing 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 SuperDuperYeah

    being 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 SuperDuperYeah

    So 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 SuperDuperYeah

    I'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.

  • Mathis Widrat - Environment Artist

    • Fuzyhead
    • April 1, 2014 at 2:28 PM
    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.

  • Mathis Widrat - Environment Artist

    • Fuzyhead
    • March 31, 2014 at 5:58 PM

    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.

    http://www.mathiswidrat.com

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

    • Fuzyhead
    • March 27, 2014 at 9:54 PM
    Quote from will2k

    Reminds me of Duke Nukem's desert highway level

    Don't know if this is a good, or (probably) a bad thing

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

    • Fuzyhead
    • March 27, 2014 at 6:24 PM

    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]

  • [Weapon] Red Cross Dual Special

    • Fuzyhead
    • March 23, 2014 at 2:53 AM
    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]

  • The random model thread!

    • Fuzyhead
    • March 7, 2014 at 9:56 PM

    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

  • [Weapon] Red Cross Dual Special

    • Fuzyhead
    • March 7, 2014 at 9:52 PM

    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.

  • The random model thread!

    • Fuzyhead
    • March 5, 2014 at 4:38 PM
    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

  • The random model thread!

    • Fuzyhead
    • March 3, 2014 at 1:34 PM

    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.

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