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Everything posted by Acumen
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I don't know about the wall texture but the floor texture repeats very obviously in my opinion and i wouldn't have guessed its a 1024². could have been a single 128² or sumthin like that with only 4 of the elements tiled and then repeated on the entire floor. looks really very repetetive, i would say
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it's starcraft 2 http://www.gamestar.de/news/pc/spiele/s ... aft_2.html http://www.gamespot.com/news/6171170.ht ... ws;title;0
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http://warcraft4.fr http://diablo3.fr but these belong to vivendi and that starcraft2.com to blizzard so.. nevermind edit: yeh, new page for that...
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i really dislike that grunge brush filter over the entire video. doesn't do it any favor, imo and i don't see any reason for havin it. just distracts the viewer from the content. the details on the table could be shown in closeup, as well, I'd say. but apart from that it looks nice the source models just scream for an ingame walk, imo. i mean renders and screens are nice, but nothing speaks more about the work's quality than actual ingame movement videos I'd definately include that ! i know, you already put lot of work into the reel, but i think it'd be totally worth it
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i got one question. if you know yourself that the knobs are too huuuge...... why don't you just scale them down before you render and post the pics in here
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linkage and some more info plz not everyone is uptodate with all the games that are out or in development and knows what theyre about, how they look or play like
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just to make sure if thats a washing machine on the screenshot, isnt it a bit huuuuuge ? i mean compared to the car it looks quite massive and, well, huuuuuuuge rest is very nice, though, but that washing machine (if its one) really irritates me :/
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i like that much better. the other one, was way too much design and way too less content for me.. um not to get me wrong, its not more content now ..... but the old one had such an intense design but the content was not too well included by being forced to scroll through (at least thats what it was like for me). so this one i like much more. a bit simpler in design but totally foccused on the content. now make the stuff clickable and its a win i really really prefer the new design over the old one. looks very nice \o/
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yay st0lve, thanks for your support i think i can uvmap....the only thing that stops me doing it, is that most of the time none of my models ever make it ingame, since i just do them for fun so it would be a waste of time to uvmap them alright, i just thought i'd whine a bit in here, cause FMPONE excused for replying "so late" (according to him) in the first mail he sent me, so i thought, maybe i just missed the 2nd email, since its been awhile... good to know the current statuts, thanks
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buhu, i wasn't considered as prop modeler after sending some screens of my models didn't even get an "no, sry"-answer i suck :(
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that first link doesnt work, i guess its this one: http://www.monkah-design.com/pf_images/ ... t_road.jpg too bad its only one screen, cause the atmosphere is nice
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me as a constant visiter of nz-nekus.tk is irritated: how could that happen....very valvesque manner going on there :/
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i know a guy, who did a map for it..... ......and he's on mapcore ofmg :D go skjalg \o/ edit: and gaz, woot
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just being curious... prop modeler would have to uvmap the models but not texture, is that correct ? just incase you guys are still searchin would there be a possible test assignment availabe before gettin considered as prop modeler ? curious
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is it possible to get to know some of the possible props, that need to be modelled ? is it lots of smaller stuff, or really complex stuff like highdetailled vehicles and whatnot ? what kind of props are we talking about here
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maybe aimin a bit high by thinkin that high profile company will just hire you with open arms, isnt it ? not to bring you down, or anything, but dont you think you shall be glad about any company that will hire you, nowadays. cause theres quite some talent out there and one can't just choose the company he thinks does cool games :/ its not like you find a company that floats your boat but you are lucky to find one that hires you, instead of course i wish you all the best with that, but i just don't want you to get disappointed or anything, since it sounds to me like you're aimin a bit high after all
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man i absolutely hate texturing stuff...i don't know why i even ever bother trying over and over again. its just no fun at all.. i think i should get rid of some of the bigger spots there, since it might look odd when placing some of them close together
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has 2376 triangles. actually if i have the next "attack" i might wanna try texture it, thats why i didnt include workin doors or windows, so i save some time for the unwrappin part ^^ whats next on our list, st0lve ? we shall work something out and this time both of us model it
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hehe, nice st0lve just finished some cablecar thingie. not gettin textured or anything, i just forced myself to sit down and model something after weeks of denying
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haha yeah i felt like that smiley for leveldesign advice you're just on the right forums. these guys can really help to push you doing extraordinary work should be nice to see what youll show here in the near future. hope to see some of your work here more often o/
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the 2 major things that bug me about your site wanting to be a portfolio are 1. its too personal - with you congratulating your sister to her birthday - that should be kept on a different site of yours. 2. your nickname just screams cs-kiddie to me :/ i think if you want it to be professional use your real name. if you don't wanna completely lose the nickname on your site then make it like Joakim 'J0k3' Engfors but in the big header, not just tiny underneath it imo you have faaaar too much text on your project site. i don't think any possible employer will ever read the entire sand of war story. you gotta keep that way shorter and only give basic info...and its your site, so talk about you, and not michael zacker schmidt your tetris game and that table....throw it out. im sorry to say that, but that wont get you a job anywhere considering you want to apply as a leveldesigner somewhere soon, your site just doesnt display that....its under "other work" as if its only of minor priority for you. i think you should really redesign your page and get rid of lots of the categories. your site is way to busy for a portfolio site. for example get rid of the tagwall, blog, spoon (wtf ? ) stuff..... contrentate on the leveldesign aspect. you say you have 3dsmax skills. there's only one object that shows basic knowledge of max, on your site, imo. you should offer some more on that, otherwise i would take that out of the "skills-section". having created a tetris clone isnt something i'd put in my portfolio, even though it may have been hard work for you. neither the "team member of the month" - just sounds a bit weird. fills up the category, sure, but sounds only confusing, in my opinion. the preview screen of that map...... wow, put it out. what do you expect people to say, when they see that picture ? nobody but you can recognise anything on that picture http://www.j0k3.se/gfx/leveldesign/sow_nbz201.jpg i can only see 1/3 of a map here. that image doesnt display any of your work quality to be really really honest, and even though it hurts, i know, none of the older hl1 maps should be in that portfolio, imo. maybe in an archive-thing but not on the frontpage of your leveldesign stuff. i think with the kind of work you show on your site it should be hard to find a job, right now. you really gotta jump into the current-gen stuff, at least source should be your choice of media to display your work, since you're familiar with it. i think you have a long way to go. first working on some quality maps for source that are worth being displayed on your portfolio and then building the actual portfolio site. please don't take that as offending or hurting, it's just that i did a kinda similar thing and applied to many many companies with my kinda low poly model work and got denied because it was just not appropriate in a time where normal mapping came up. so i think its safe to say, you applying with lot of hl1 maps as reference would be kinda the same thing, that is doomed to failure right from the beginning. but if you decide to go the long way and build a nice portfilio im sure youll end up at a nice company to design levels for in a decent amount of time
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i always thought my name was kinda "unique" now i have to find out theres another acumen on se internet forums anyways, even though these colossussesus are weird to me, the map looks soooo nice i especially like some of the alley-scenes, which i havent seen before, they look really good, imo. same as the awesome wine cellar \o/ overall its just awesome to see that piece finished, I'd love to test it in the future (hopefully, santa brings me some hl2+css package!) to see everything in motion - should be even better
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i think you invested way too many polies in the small tiny cylinder objects instead saving some of them and put these in the large cylindrical objects. beacuse on the small ones you cant really tell how many segements they got, since you can't get too close to it, but for the larger parts you can clearly see the edges, which doesnt't look right, imo. yeh i think you repeatedly have some issues with polygon distribution on your lowpoly models :/ but you always have a nice excuse, so maybe this is yet just another useless posting of mine
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huh O_o since when is this a mmorpg i thought its an action rpg with some added mp-modes. never ever have i read a word about it being a mmorpg O_o i wonder where you people got that weird (false) information from !?
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i think ben mathis covers that issue a bit in his normal map tutorial. that intersecting low and hi poly thing: http://poopinmymouth.com/tutorial/normal_workflow.htm i think you can use that for your model as well, since its not a basic box object, but round shape thingie and not a level texture, but one of a model
