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Pomperi

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Everything posted by Pomperi

  1. Hey guys! Giving this thread a small bump as I've done a pretty big update to my site. Updated my first post
  2. Congrats on the release and the award! Well deserved
  3. Voted! Best of luck :santahurg:
  4. I though the game Fahrenheit, which is like the predecessor to Heavy Rain, had some nice lynch vibes to it. It even has a soundtrack by Angelo Badalamenti
  5. I actually agree with deciever. Max has some cool features and plugins for unwrapping, but I really hate how it's implemented. Instead of just being able to access your uvs directly like in Maya you have to apply a modifier first, which means you can't simply use you uv editor to make selections on your model or unwrap several objects at once without collapsing the for instance. I don't mind unwrapping in max, but off the bat I prefer the one in Maya. deceiver: The Relax tool with Relax by Faces is pretty much equivalent to maya's Unfold. For plugins I second HP with the textools! Such an incredible little plugin. I also like http://fearthedevil.com/words/?p=117 for scaling, rotating, mirroring and offsetting uvs, perfect when you need to change texture dimensions or offsetting overlapping uvs when baking. HP: I haven't used the Unfold in max before will give it go, thanks for the tip Psy: Selecting the edges on your model, breaking them and relaxing is probably the most convenient way.
  6. I've never actually used the cylindrical mapping in max. The way I do all my uvs are by simply projecting the whole model using quick planar or similar, select the edges where I want my borders, break and relax by face angle. Works for pretty much any shape and gives you full control over your shells, and it's quick
  7. Hey Adam, this turned out great. Personally I'd probably add a few more polies here and there to break up the perfect straight edges to make it look more natural. Most of todays engines can handle a lot more polies than that, but I guess it comes down to how you intend to use your scene. Also, some texture flats would be cool Especially like your beige brick texture. Btw, we still need to grab that beer
  8. I dig it Minos, think it looks brilliant. Can't think of any crits, everything is right there Good luck on your job hunt man! Don't think you'll have a hard time finding a gig.
  9. Just finished playing the prototype and it's sweet as hell! It's clear you guys like this type of games yourselves and aren't just producing something for a lame casual target audience. It's nice when a game isn't telling you what you should do all the time, like the case with most games today, but rather lets you explore and play your way through and do things as they come along, and actually reward you when you explore your environment. Will definitely buy this if you make a full game out of it Best of luck with this gem!
  10. Awesome Teddy! You're the man! Also, very cool tutorials and examples Philip, you guys make a deadly team
  11. Tried this at home last night in CS3 and it worked like a charm, although when I tried running the latest version at work on CS2 I'm getting the error "You must create a new document before you run nDo!", even if I have one open. If I don't have one open it creates a new document and then tells me I need to create one before running it :/
  12. Woho, this is awesome! Will give it a go, looks like a super handy tool : D Thanks for the effort guys!
  13. Totally fap-worthy
  14. This is so cool! I managed to pick up some new tricks from this. Thanks a bunch for taking the time to share this : D
  15. You could also try this: http://www.3dmotive.com/product-skydome Came across this the other day, haven't tried it myself yet but it seems like a pretty nice and easy way of doing a skydome
  16. Cloth looks ace, very nice structure to it. The textures are a bit dark and are eating all the light in your scene. In case you haven't read it already, the official udk documentation has a really good article about this. http://udn.epicgames.com/Three/Lightmas ... 0Lightmass Cool stuff
  17. beardcore +1
  18. Wow fille, you guys sure did a heck of a job, and in just five weeks! Only thing I find a bit iffy is the character and its poses/animations. Very impressive stuff none the less, you should be proud
  19. Cool, thanks a lot for sharing
  20. There isn't really any point in painting realistic textures from scratch without photo source as it takes a long time and most likely wont have the same amount of lovely variation as nature can generate. The whole point with painting textures by hand is to avoid making it too realistic and instead lean more towards stylization and full artistic control. Like HP pointed out, it's rather about using your photos in a smart way that allows you to manipulate your own designs to make them look more like real materials. For Kinectimals we use a range of different techniques to achieve this. The most convenient way is to use zbrush and sculpt you details and then bake different maps that you can build your base texture from (such as cavity and zbrush matcap materials). I often tend to paint on top on my base materials, and sometimes skip the whole zbrush thing and just brush my base texture directly in photoshop. To make the texture come to life however I always use photos on top, either by blending them or masking them using the Blend if. After polishing and defining the end result further, all the details comes together, giving the texture a realistic yet stylized look.
  21. Wow, I'm slow. Finally got an update for you guys. Still have the penis twig ones in there, but I've made a modular branch to break them up a bit, so just ignore those for now . This is still a test scene for style, lighting and texturing so I haven't really bothered to fill the whole scene yet. Have been playing around with the textures, the lighting, post-processing and shaders to cream out some more detail and set the mood. Had a real struggle to make a suitable shader for pines, but this is what I ended up with after a lot of fiddling: Ginger Lord: Hehe, I've been wanting to see that movie for some time now, haven't gotten around doing that yet. Their style is very different from ours though. While How to train your dragon's got a very american cartoon style, we're aiming for a simplified and slightly exaggerated take on scandinavian folklore, using artists such as Theodore Kittelsen and John Bauer as our main inspiration, with a hint of our own personal style in the mix.
  22. This is incredible. A really nice game for just a three man team
  23. Wow, contrast in this shot is great! I really dig the nice and clean look. Not sure how vegetation would empathize the style you have going, might risk to look a bit cliche with overgrowth, unless we're talking about stylish planted flowerbeds, that would be rad.
  24. sarcasm lol
  25. I think content-wise that it's a pretty strong portfolio for a technical level designer. The layout is doing its job as well, although I don't really see why you've divided you individual work and your team work on two different pages. There's a risk that a potential employer miss out on the team work part since it takes further navigation to get there, and also it would feel more natural keeping those on the same page, only dividing them somehow by stating they are team work. Another nice addition to your page would be to add in your resume in the html on the resume page so it's readily available without having to download it, but still keeping the option of downloading it in different formats. Also, it's like a knife stab to my artist heart to see default bevel & emboss and inner glow on these fonts and images. Keep it simple and remove all the cluttering effects to keep your portfolio more professional looking and more consistent. Best of luck!
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