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marque_pierre

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Everything posted by marque_pierre

  1. The cheque is in the mail... :!:
  2. There are a lot of interesting and very sobering thougths in this thread. Sad ones too. I think, at the end of the day, the people who really desperately want to make games, will make them whether they are paid to do so or have a team to share the work. There is ALWAYS something you can do, even as a one-man band. 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?
  3. Not sure it is gonna make a map as such. This project is around one third of the ground work I need to carry out some research/theories on colour theory and psychology in level design. But that is another story for another day...
  4. Yeah, Friendster sort of. The reason I am asking is because it seems like it is really popular among games developers, so chances are that a lot of guys here could be on... If anybody is interested, drop me a line, and I'll forward an invitation...
  5. Okay. Essentially it is web based application to keep track of your contacts and their contacts and their contacts and so on. Then it comes with a heavy duty search engine, for basically scouring the network for anybody matching whatever criteria. Let's say you need an interface artist, so you search for that title, perhaps in the country of need, or with the options of only listing candidates that are willing to receive job offers and relocate or work in your country. The Linked In network turns out so and so many candidates you have no ideas who is. But it turns out that they actually are friends of one of your friends, and so the connection (plus personal recommendations) can be established. Or you love the texture work in Half Life 2 and want to discuss the techniques involved, BUT don't know any guys from Valve. But wahey, it turns out that your link to Valve is only a few buddies away. That is how it works pretty much. Basically it is a tool for keeping track of your network of contacts, and more importantly turbo charging it exponentially. The idea is that everybody on earth is only six degrees of separation apart. Which apparently holds water scientifically speaking.
  6. Do any of you guys use the Linked In network? No this is not a shameless plug. I am just amazed at what it can do. Games industry pros are one of the groups of people who use it the most, and last it looked there were 3000+ games industry guys on it. Works by invitation only, so you invite people, you trust will not give you a bad name, and then everybody enjoy each others contacts and their contacts and so on and so on... I was invited by Martyn Brown from Team17 (Got Worms?) a while ago, and haven't looked back since. You search for random companies and big shots or whatever else, and I am pretty amazed. The only people I haven't manage to find are Sid Meier and Will Wright...
  7. Here is some grass meant to be mapped on almost vertical planes. Texture: Rendered out: C&C please!
  8. Here is a quick concept piece for one of the palm trees. And modelled and rendered with another style of palm tree:
  9. Another school project: This is a cartoony enchanted forest/jungle thing. Just a poor excuse to a lot of 2D painting with greens, blues, purples and yellows. Modelling/shape style should be something along the lines of Tim Burton meets Bob Rafei (Naughty Dog). Texturing style should be a mix of your recent Warcraft work and Eni Oken. Sort of. Of course you learn as you go, and the style also seems to grow and change slightly, or rather focus itself the more you work with it. C&C is the name of the game, so let it rip!
  10. This is an Octobe challenge... Is it too late to participate?
  11. Never fear. Katamari Damacy made it to the West!
  12. As a future games designer, I can't wait to design games for the DS. Taking gaming to a new level is such a cliché but kudos to Nintendo for actually trying to change the way we interact and relate to a game. Like I said, I cream myself, thinking of the game play we can dream up for this one, not just rehashed crap with more polygons or pixels.
  13. Nazul, don't wanna toot my own horn, but here are a few tips for you. I am sure you have heard that every artist has like a couple of thousand bad drawings in them. So get them out asap. Take your pad and a pencil or whatever pigment leaving object your prefer, to a place with lots of people. Draw people, but only allow yourself to draw for 5 seconds. Then move onto the next person and so on. Do 50 of those a day (at least) and you'll see wonders. Think of them as an artist's push ups!
  14. Thanks for the comments. st0lve: Not quite sure what you are refering to here, but there are no Overlay blend modes in this texture. spine: The master version is much, much larger. I haven't settled on a final resolution yet, and this is a buggy jpg file with lossy compression. But my texturing teacher keeps saying I tend to put too much detail in, that it will be too busy or unsharp for ingame use. So I suppose you got a point there...
  15. And this is a (green :roll: ) wall texture for a non-patient housing room, like a reception area.
  16. First post on such an amazing forum. I feel humbled. Anyway, gotta take the plunge. For a school assignment we are designing, modelling, texturing and setting up a short FPS single player level. Theme is "haunted house", and my interpretation will be in a derelict insane asylum where something has gone terribly wrong. Style is grainy realism. Anyway, I'll post my textures here as they evolve for good ol' C&C. First up is a set of doors I am working on. Like I said, C&C is welcome!
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