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Everything posted by Lee3dee

  1. get back to work, StarHawk needs patching! if mine gets refunded, just let me know and I'll send it via paypal or money if my paypal is still hacked
  2. Donated! Thx to MapCore I wouldn't of moved to Texas Where BBQ is amazing!
  3. I rented the PS3 version tonight, and wasn't impressed The level design was bland, the colors are washed out and the lighting of the levels look like the designers were only allowed to use a 5 lights. The combat felt like Gears of War, go into cover, shoot with arrow, do some hacking, repeat. The game behind the scenes made the game sound so epic, and innovative that it got me all excited to try this out. It's really easy to spot the movers for the scripting, because they are unlit and stick out of the world like a sore thumb. Gameplay got a little dry, I played it for a good 2 hours before ejecting the dvd and putting it back in the case. I definitely enjoy RPG dungeon crawlers, I just think this one could use a little more polish time in the gameplay mechanic, do something new. Sounds like the PC version is much better
  4. After I saw Helder ([HP]) and Andrew (KungFuSquirrel) update their portfolios, I thought it was time to update mine, since we are launching Faxion Online on May 26th. I'll be uploading a new Faxion reel once we release, that has more footage than the current one on my site. I didn't include any of the levels I worked on when I was a level designer, since I'm having way too much fun as a Visual FX Artist http://www.3dwasabi.com/wp/ Comments are always welcome
  5. Still waiting on a demo so I can try it. But next week is Crisys2
  6. Lee3dee

    Faxion Online FX

    kinda portfolio related I wanted to share with you all some screens for the game I'm working on as FX Artist. Its called Faxion Online. Its territory control PVP combat, Massively released an story about it today, http://www.massively.com/2010/11/17/cla ... ouncement/
  7. I'm still gonna pick up the 360 version. but on PC I'm staying with Bad Company 2 for my military fps needs
  8. 40 is a huge hit in the development workforce over there. Hope everyone finds work soon.
  9. I'll see if I can borrow MikeZilla's private jet for the event
  10. awesome job on the tutorials! I figured out fracture last night on a bsp converted to staticmesh. I've been using Phat editor to do destructable meshes, i guess this is a simpler way
  11. One of the guys at BioWare started a podcast for those looking to get their foot in the door in the games industry. It's great to listen for anyone that's interested, the first 2 episodes he talks about Audio Design & Tech Artists. If you have any topics that you'd like to see covered, just leave some comments. http://gim.acanaday.com/ -Lee
  12. can't wait to play Assassins Creed 2! Even my wife wants me to buy it so she can admire the historic architecture
  13. Added background rocks, ramp lighting from the movie, and a little something for the ALIENS fans HP and our project has even gotten a little notice on the web http://www.crysisnews.de/news-artikel,H ... Kommentare (German)
  14. i like the new look Awesome collection of work Francois!
  15. yeah, would be awesome to release this to the community especially for those of us who are no longer working at a Unreal based company. All we can look forward is to a game release that uses the new tech so we can play with it in the editor.
  16. Lee3dee

    SFAM - Arhurt

    If you want your meshes to have good lighting, you'll need to create a second UV channel for each mesh exported. I had to learn this from the artists on BIA: Hell's Highway which helps to produce good clean light maps. The light map cannot contain overlapping uvs, you can use automatic unwrap, as long as they are contained in the 0-1 uv box. In 3dsmax its relatively easy, you just change to UV2 in the unwrap modifier.
  17. looking good! Can't wait to see more.
  18. Finished modeling the center piece of the scene, NorthLock and what it looks in Crysis with the other models 4:20am, time to pass out. texturing starts tomorrow
  19. Yeah, 23 days and counting.....but what makes it harder for me is that I'm moving to Austin, TX to start my new job at Bioware at the end of the month. So, I'll be juggling moving, packing, and the competition. I wonder if the competition will get an extension
  20. [HP] has done a lot of work, I'm kinda slow at modeling. I've been trying to push as much detail into the building structures as possible. Working on North Lock at the moment which is the center piece of the film.
  21. A fellow Plano resident! I clicked the link to download you gears map but there wasn't one. If you going to display your maps, you may want to include a map for download. There are tons of talent looking for work in the Dallas area looking for work, I was laid off from Gearbox in November with a bunch of other people and i haven't found anything yet No job is ever safe, even when you think it is especially in this economy. You went to SMU Guild Hall, Gearbox takes in a lot of people from there. Good luck on your job search.
  22. Lee3dee

    [cod4] AirBase

    figured out my problem. when compiling for TDM or multiplayer you need to put mp_ at the beginning of the name. I just had airbase.map discovered the fix on cod mapping forum site. Thanks CompoSITe that tip, btw.
  23. Lee3dee

    [cod4] AirBase

    Thanks for the support guys CompoSITe: thanks for the tips [HP] : I was thinking about applying to IW but I really don't think my abilities are good enough to apply there at the moment. Maybe after i've cranked out a few quality maps or 1 kick ass map. I originally started learning the cod4 radiant because I thought it maybe good for me to learn a version of radiant should I apply to any company that uses radiant, then i could at least know how to use the tools, as opposed to "i just opened it and made a room, from the tutorial" Sadly, my hunger for knowledge and seeing how others seem to make cod4 maps, fueled my interest . These are some of the rare tutorials I found http://www.modsonline.com/ http://www.infinitytutorials.com/wiki/i ... ry:Codmwmp http://wiki.modsrepository.com/index.ph ... mapping_mp I'm definitely having issues learning the tools, spawners seem to never work for me, I always get a compile error when making reflections "cannot find spawn point", but once I figure out what I've been doing wrong hopefully it should all fall into place. I definitely miss the "right click, play from here" feature that unreal has. At least the positives for being unemployed is that I can learn new tools
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