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About narby

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  1. Don't use fancy flash scrollers to display pictures on your portfolio, it's really annoying. You want potential employers to see how amazing you are in the shortest possible time. They don't want to wait for pictures to open - same goes for not allowing multiple images to be opened in the tabs. Keep it simple. You don't need to be a jack of all trades. Find one or two things you're really good at (scripting or art or whatever) and really focus on that. By all means learn new things (that's never a bad thing) but keep your skill level high on the things you enjoy doing the most. Why is it 6:53 am
  2. What the hekll I just woke up
  3. I think the problem becomes much more apparent when you have a seam of bricks that then have a row missing below which gives the impression the remainder are floating which is made worse by the face the bricks are quite large in size so they tend to stick out a bit more. At the end of the day, this is harmless feedback that you can take or leave, but the fact is it stuck out to a few people and looked odd on an otherwise impressive building.
  4. I think the problem is that the shape doesn't really fit with how brick walls collapse. In the majority of cases, the wall will always form a curve with either a thicker section of bricks above (if the wall lost its structural integrity from below) or below (if the wall fell and "peeled" away). Collapse from below: The wall here is supported because it's load bearing (and so much thicker) and can support itself even when the bottom part has been pulled away when the front of the building collapsed. Collapse from above: I think in your example the wall would have been pulled (peeled) away as the roof collapsed and would leave behind something like this:
  5. I guess I'm in the minority, but I don't like the lighting that much, it feels very monotone somewhat flat. Little bit too much yellow and too bright outside - The outside rubble part in picture 4 is nice though, the telephone poles are a nice touch. The fire in the third picture could use some wood/rubble/crap to hide the point where the particle meets the ground. Also, the walls in the stairwell could use bit of color, maybe a stripe covering the bottom half of the wall, just something to break up the flat grey concrete. Other than that, good stuff.
  6. narby

    CS:S map project

    Looking good! Whenever you have a wall texture (or any other really) with very defined lines running along the length (such as corrugated metal etc, like you have in the 1st pic) when it meets a ceiling or floor or other wall, should have some kind of trim. Something to break up the transition between the two textures. It doesn't have to be big, just something that continues the illusion that the texture is still 3D. Those lights also seem very bright, again with the shower room maybe have two complementing colors? The idea is to lead the player through the space and avoid having a room that's too saturated and monotone Here's a shitty photoshop:
  7. narby

    CS:S map project

    Nice work The second image feels very chaotic, your eyes are drawn all over the place looking at all the different styles and colors, perhaps it would be a good idea to simplify things somewhat? This might help with more cohesion in the scene and avoid the problem of looking at a lot of stuff and not really seeing anything. I like the blend of textures in pic three, it has a nice feel to it and the red light in the first image is a little over powering, there's a lot of colors there fighting each other (both are warm for example, reds and bright yellows) - maybe something a little cooler?
  8. Can you post some screenshots with r_displayinfo enabled, I'd like to look at the performance
  9. Nice work! Great attention to detail, I love the first screenshot
  10. If I was dead I'd be spinning in my grave right now
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