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Everything posted by IR
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sorry punctuation Quick around 3 houre paint, set in the hl universe. its more of a mood paint or a matpaint I believe its called? then an actually paint, its a very common way of working (atleast here ) if you wanna set up an area, for level-art.
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new one waiting, he might call few houres
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by populair demand image has been updated. paint was more about the mood and the opening shot, didnt expect the detail of the citadel to be so distracting thx for the feedback
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had abit of free time at work Quick around 3 houre paint set in the hl universe. these horizontal citadels were buid all around the coastline. The Combine move into the village daily and load the people on transportation. Though noone knows what happens to them, the villagers suspect the worst. thx 2 felix for his random jokes suggestions/feedback/help ;D
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Welcome on board guys Alf-life is sitting behind me 0_o btw my title is Lead environment artist nowadays ;P
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Sad to hear stepp, and others what about philip?
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haha yeh was just about to post that, theres alot more going on obviously, but its nice highlite of what our engine does
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been playing it at the office best bit of coop fun i had in a long time!
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Best work only! feels like you put anything you've ever done up there, and you start with your lastest (best quality) and end with (im guessing no offence ment) old stuff. quality goes down as i shift through the pages and end up remembering that green blob with the one eye render in general its also to much! you have 16 pictures of 1 map and then another 9 of the same level but an older version tone it down, loose the old lower quality stuff. i do like the simplicity! but im missing a clear contact/resume link on every page
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Sector!!! good to see you back around the boards, no more sniping?:] layout looks solid!, bit to early to comment on the visuals
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nice peris, though i must say i liked the "wip" colors abit more, solid it work on all of em
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nice felix :] not entirely how i wouldhave mixed it (style diffrence fore and background)but cool non the less, cya to morrow ;/~
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nice felix dont forget to add some of that tile/panel detail on the floor and the maybe added one of those windows inthe top left to the forground windows id say :] /me humps, you in next week?
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0_o am i weird for using splines to make tubes like that, concidering they already have a uvw cool tut though :]
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big-ball try adding -window to the command line. worked for me i still have a couple of issues though, pc freezing when i fire a weapon sometimes. -r worldlights 0 helps abit. still fiddling to get the right settings. :X
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besides, although this program is nice and does a great job, theres still a alot of things that you can get better results from doing it by hand. end of the day, time = money, tools like this reduce time spend= yay for dev.
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job change for me moved back to Nl starting at geurrilla games on tuesday
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looks cool to me, very much reminds me of that guy from sincity
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at ubisoft i was a Level-Artist ( even more weird ) leveldesigner: does the scripting, ai, gameplay , layout level-artist: dresses up the map with assets and textures, zone's , portals, debug memory usages etc at my next job ( if all goes well) i would be a environment artist however the job discription is similair or exactly the same as Level-artist. so yeh like a few already said it totally depends on the company but one question you should always ask yourself when you start; do i spend the most time fiddling with entities, kismet etc or am tweaking the art constantly, collecting ref and spend the most time making the map look good.
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thanks for the comments sofar ill fix the lighting "blasts" and add some trims were fps preformance allows good comments ill fix the nitpicky grafiti things aswell good calls fps is solid on my box should work like a charm for the intended amount of players, though im sure if you stuff 30 or so players in there its bound to lag with all the flying objects and rockets everything is stock hl2 while im at it anyone know any good dm type of mod I could donate this to? i dont really like hl2dm I just love using source engine hehehe
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litle something I did while I was in between jobs its not a huge map kinda "big" room style dm with hallways and stairs on either side to get topside or extra goodies I guess 8-12 gents Max layout is done, general detail is done left to do: -playerspawns -few lighting/lightmap tweaks and get rid of some darkness -few detail trims and pipes there we goes edit: fixed
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mino's post prety much sums up my thoughts, theres alot of diffrence between buildings in a sense of you had a few idea's for some and then needed to stichs them together with random underdeveloped buildings or atleast thats what it feels/looks like to me. but still for a first or so map you did well. btw unless you really need the fog for fps and tried everything else in the book. heavy fog is a big nono for mp maps, it aint fun if you cant see whats shooting at you
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sure was worth the wait for me (specially since i was never hyped up about the game ) it starts off alitle "easy" but assoon as you reach the buildings etc it starts getting really good, the decay, feeling of being in "the zone" is well captured. i find myself stopping often to look at the scenery, buildings etc. i love the "wild" life. the underground/lab sections are just plain freaky! up to par with fear. i was constantly jumpy, hugging the wall so the freaks wouldnt sneak up behind me. pro's -lots of weapons, rpg aproch to inventory is nice -sounds are good though sometimes alitle issues with zone's -sandbox aproch with multiple side quests -awsome setting, comon! radio active wastelands. and countless buildings, factories to explore con's - weapons are very inaccurate, as enemies armor gets heavyer it gets really anoying sometimes to gun them down. -some visual bugs here and there that are alitle to big to not have been fixed, enemy patrols poping up in your face, shadows of enemies around corners going through the wall, there goes the suprise and a bunch more ( although i still wont say the game is buggy havent had a single ctd) -at first almost everyone is carrying food, as the game progress noone ever seems to carry it, making you run out of stamina faster.. but ofcourse the mission areas expand so you'll often find yourself "to exhausted to walk" trying to return something to complete the job. all in all thumps up for the dev's, nice game i sure am enjoying it.
