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Everything posted by marque_pierre
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Plain and simple. Do anybody here have experience with using Pixologic's ZBrush for texturing purposes? I understand that it can be used as your regular 3D paint tools (Body Paint, Deep Paint etc.)... And I am heavily contemplating adding one of those to my arsenal, and ZBrush seems to have a lot of nice features... Yeah, it might be a bit overkill for games work right now, but that day is coming soon... Any takers?
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Kleinluka: That is 900 tris. This is not so much a modelling exercise as it is a texturing exercise for me. So the mesh is not really something I am proud of here... I was thinking originally of doing the wood in a more orangy saturated shade, but taking wind and weather it would soon loose that colour, as wood does. I know it is cartoony, but damn, it is a fine line to thread, because you also need to incorporate references to realism in there, or it just gets out of hand. But the "too much yellowish" issue is something that has been bothering me...
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Guys, you are not helping much at all. You are supposed to say "it needs more skulls hanging somewhere" or something like that!
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Here is another update. This here is a ropey bridge across a chasm with a river at the bottom. It is supposed to be a piece of interest. But I feel something is lacking to make it more interesting. Perhaps I have been staring at the damn thing for too long. C&C puh-lease!!!!
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What you wanna do is make sure you make a noise layer on top of that solid colour in Photoshop. Even better do a colour noise map (do render - clouds with black and white in each of the blue, red and green channels), and then lower the opacity to something ridiculously little and find a blend mode that does it for you (try Hard Light off the top of my mind). Then your "solid" colour will be a lot more real and interesting.
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Nothing a change to an Oren Nayar Blinn shader can't fix, or do a specularity map for him Cap1.
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What would blow up Adam? As long as you have a fair ammount of geometry around the major joints of the body and so on, what should be wrong?
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Bahhhh. Skills, what does that have to do with anything?! pfffft....
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That sounds very disconcerting... *about to finish my degree in games design...*
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Way to go Gearbox. Immense respect from me! Wish more developers had that kind of vision... :evil:
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Another day, another texture. This time it is... taDAH! Amazon Water Lilys! Those huge ones that can carry the weight of an adult. The water texture is not really finished, just some half concept art/half texture art I put in. C&C please!
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Pretty sweet. Except for the texture stuff. I'd be happy to contribute whatever I can though...
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Like the colours on the rust wall. Looks like painted with blood... Wood that is that dark and relatively saturated is wet wood. As in wood which has been submerged for considerable time. I don't know if that is what you are aiming for? The grain pattern in the wood looks more like a fir, spruce or pine, and they have much, much lighter colours. Something to consider. My 0.02...
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Me too! To all those senseless "what is the best game ever" questions I usually answer Sid Meier's Pirates! on the Amiga. Damn, can't wait!!!
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Yo Cap'n! More horses!
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Essentially, the more linearity, the more narrative potential and vice reversa. So what do you want? An engaging story that is well told? Hell, I love that, both in films, books and games. But then more or less all "freedom" in the game will have to be a disguised cattle track. Somebody opted that the graphics in HL2 were substandard? :-? Excuse me? What games are better then? And atmosphere? If that isn't 90% art/graphics then what is it?
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Okay another object. This is a small plant thingy. Rendered alone it looks more like a palm tree, but think of it as an undergrowth kinda thing. Here is my concept art. And render: Please excuse the fluorescent background. That sunset sky is meant to be cartoony (obviously! ) but need a few tweaks. Just thought my plant looked so lonely, rendered by itself... C&C, bring it on!
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Dammit. So my teacher WAS right. It is not just you... :x
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Oh yeah. Everything can be changed as you see fit whenever you want it...
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Finding a mod team worth your while 101
marque_pierre replied to marque_pierre's topic in Non-Professional Recruitment
Leadership? Oh my, another unknown factor thrown into the equation... -
Finding a mod team worth your while 101
marque_pierre replied to marque_pierre's topic in Non-Professional Recruitment
That is an interesting point. I am so tired of seeing screen shots of textured guns on mod sites. Everybody's got them. So what? They take half an hour to make (edit: that was kinda comparatively/metaphorically speaking), if you haven't got some lying around in your portfolio already. Some times you suspect mod teams start, just as an excuse to model guns and futuristic cars. But an environment can tell a lot more about the flow of the gameplay, and it is a much larger and significant effort. -
Finding a mod team worth your while 101
marque_pierre replied to marque_pierre's topic in Non-Professional Recruitment
And why? -
Finding a mod team worth your while 101
marque_pierre posted a topic in Non-Professional Recruitment
Sorry for hijacking another thread with this question: Boy, have I joined and believed many a mod team (leader) or stand alone amateur games, and gotten some practise, and wasted time on things that never became anything. My question to you guys who have obviously been around the block a few more times than me, how do you spot a team with a figting chance of making it? For example, take a look at this mod http://www.incorporated-hl2.com/ Will they make it? And why? What's your qualified guesses? -
Well, thanks. But I am kinda using them myself...
