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DD

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Everything posted by DD

  1. We almost never do them ourselves. We can, but it's probably best not since we need to focus on other things.
  2. DD

    HLDM - Zeromancer

    Looks solid. I think the map needs a bit more contrast, it might just be the screens showed up really dark. It looked very black, dark grey, and slight hints of red... bland. Try -gamma 2.0 -falloff 2.0 and increasing the light intensity on everything, you'll get a very vibrant look, ns like.
  3. BTW Tom is a very talented level designer, he is able to create mood which I have extreme trouble to achieve. Half his unreal work is unreleased but I've seen it and it looks great, if only he would release it. Not many people know the theory behind BSP and it doesn't make you any less talented or more. It doesn't mean you do not have a strong understanding of the technical side of level design either, I think you do.
  4. http://www.cs.buffalo.edu/~whitley/research/graphics/bsp/tutorial.html This was the first, or second result on google. Unreal doesn't not have partions or generate partions to decide what to cull automatically. You have to manually zone everything which usually results in different partitions. All partitions are equal in a BSPT.
  5. Me too. Yes I'm slaming unreal for calling BSP when it is not a Binary Space Tree. It's not what half-life defined, it's not what quake defined, it's a programming theory used with other methods to help cull out what is and what isn't in view. Eh? I think somehow you just contradicted yourself in the same sentence. Nearly as fast as what? A highly detailed indoor area that is mostly mesh would require an artist. O_o Let me be more specific, or let me word it better. Obviously the artist can create tons of smaller objects, but when it comes to create the simple halls, rooms, the SHELL, it simply takes longer and the cost is little, mostly less in indoor areas. I agree but that's beside my point. In the end you insulted BSP, so I insulted Unreal. I believe as consoles become more and more like PC's, as they are, we'll see more and more engines using BSP or form of, not heavily, but still used and NOT going exstinct.
  6. Only someone who hasn't seen the power of a correct BSP culling, which allow for much greater detail in indoor areas than any fake BSP or any distance cull can do, would suggest something like BSP will go instinct. A fair balance of the two, weighted towards mesh of course, allows for massive indoor areas with tons of detail that artist in max couldn't do even near as fast. Of course working on massive outdoor games leads you to believe otherwise.
  7. DD

    ns_selene

    You ns guys should try doom 3. You'll love it.
  8. Good one. http://archive.gamespy.com/stats/ Whats the average for those other games again? OH DISS!
  9. Looks really good, I like the sharp look to it but yeah you do need to lighten it a bit.
  10. No. Contracts.
  11. DD

    Portfolio Question

    Do not copy someones online portfolio. Very sinful. If I were you I would just make a website with different sections of your different skills. If you are unable to write html/etc. try finding a WYSIWYG program. (What you see is what you get) Like frontpage, dreamweaver, etc.
  12. Hmm... didn't mean for me to sound snuffy, but seriously, had I not been working at Gearbox I still would have made fun of you. And btw it was not directly only at you. It's towards everyone who is doing exactly what I exagerated. I probably would offer suggestions to those who put in real effort. I'm also not a texture artist and I consider myself noob at it too. Suggestions from me wouldn't mean too much. Also if you've been following this thread you have probably seen all the complaints about the stretch and sharpen and overlay. And I apologize if I have discouraged you, if anything that xena should encourage you to do better and what not to do.
  13. RE:A . OMFG WOrst evr, its like watching farcry the movie, so bad.~~!
  14. UNACCEPTABLE
  15. Make sure you let everyone know that so we can all hate you.
  16. OMFG NUB... that is all
  17. First Name: Dorian Last Name: Gorski Company: Gearbox Software Email address: dd_283@hotmail.com Street address: 101 E. Park Blvd., Ste. 1069 Plano, Texas 75074
  18. Looks good posteh, you should transform horiztonally across the seam on the details. Looks odd for details to continue through a seam no? I took another stab at my silo texture. Made the rust age dropage more obvious and touched on the beams a bit. I still think the beams look a bit odd but meh. Before: After:
  19. DD

    Some pics.

    Sorry but your opinion is wrong and you suck ass. It's not always about beauty, its the challenge to capture it. And btw, taking pictures of stuff just because nobody else has is waaaay too overdone, and so then you're being just like everybody else. So you suck ass again.
  20. Looks so... JAPAN. neat.
  21. It's too grainy and the lighting is strange. I like the metal trim though... :\
  22. He cheated in a skilled way. MAX. :X
  23. Derp. I'm not happy with the support beams... but I'm too lazy to fix it.
  24. PLEASE STOP WITH THE ENLARGE + SHARPEN FILTER. IT LOOKS HORRIBLE. If it doesn't look better it ruins the whole POINT. Jeez. And actually ENLARGE. Changing the color isn't ok... Sorry to flame but argh.
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