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Pomperi

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Everything posted by Pomperi

  1. The vehicle looks cool but I think the texture work could use a lot more love. At the moment it's very monotone and uniform in terms of details and colors, and nothing really stands out at all. Try take more inspiration from the reference image you posted and add some larger patchier details and try to separate the different elements of the model by having the texture defining them better, and also try to bring in more color. Also, don't be afraid to add opaque details that covers the surface beneath it, so you don't just overlay all the details like water color. You should also try to add more info in the normal map, like bevels and general shading of the model, because right now you can't really tell at all that it's using a 2k normal map. Like Jenn0_Bing said you should have another look at the poly distribution. When using 5500 tris you don't expect to see parts that look extremely lowpoly, like the front light. All shapes that you can see in the silhouette needs extra attention (and polys) to maintain a detailed look, while parts that you can only see from certain angles or against other surfaces of the model needs far less polys. Cool progress so far. Keep it up!
  2. Finally jumping, i loved Rearmed but not being able to jump was realy annoying. Same here. I really love having a nice platform game that you can play in coop with a friend, but the puzzle-like movement made the game very frustrating and counter-intuitive. I also hope they keep the new swinging mechanic we developed in Gothenburg where you could release a swing manually and getting a little extra momentum if you timed it well. Really looking forward to the release of this game Aren't many good platformers out there.
  3. Thanks for all the valuable feedback guys! Most appreciated I fully agree about those trees. Will redo them entirely the next thing I do and give them some more love. The rocks will also be redone from scratch as the current ones are really rushed, but trees first!
  4. Hi all! I'm currently working on a viking side-scrolling game using the UDK together with a bunch of swedish devs. This is an environment that I've made from scratch and its purpose is to be kind of a vertical slice of the style we're aiming for with the project. Some things are still very rough, but will be polished/remade as I go along. The next step will be to bring in some mid-high vegetation, ground vegetation and just re-arrange stuff into a more interesting composition. I'll keep you posted with my progress Crits and feedback would be awesome : D
  5. some abstract environment stuff
  6. Whoa guys, these are really rad! A little doodle of mine, don't laugh
  7. Tight art!
  8. That looks bad-ass! You've got some really nice hues in there
  9. Yeah, great potential for sure, don't be modest Although I think you should ask yourself if you want to apply as environment artist or level designer, as applying for a level designer role often involves showing more than pretty screenshots. A short description of the different projects, your role, your workflow, ideas behind the gameplay etc would be a good idea to include, to give the employer a better idea of what skills you have in the level design department. Best of luck in the job hunt!
  10. Yeah, splendid work Fille! Good job on this one for sure
  11. Whoa! Best one so far
  12. I'm starting at Frontier Developments next tuesday!
  13. Cheers HP, I'm gonna give it a shot
  14. Making a model for coulianos' new hl2 map 1240 polys and 1024 diffuse normal and spec.
  15. I'm convinced Love your stuff man. Don't think I've ever seen another portfolio with such a large amount of well made content, 5 pages is sick!
  16. You've got a lot of nice work in it for sure. I think it's a shame though that you've divided the work into three pages, so that all your work isn't visible from the first page. Most people today seems to prefer a blog-like approach where you can just scroll down to access all content without linking around, and I definitely recommend that you put everything in one page. If that looks too cluttered you can simply divide the work into different sections on the same page, and perhaps put the role info next to the adjacent work section instead of having them stand-alone further down at the page. It would be a shame if people missed out your work simply because of the layout, because I didn't notice at first that there were more pages in your gallery. Cheers!
  17. That ship is seriously fking awesome warby!
  18. Pomperi

    #

    Hey man, just saw the update on your portfolio. Incredibly inspiring stuff. You'll have a new gig in no time
  19. It's a really nice portfolio! Also, your blog is a really good resource for anyone who wants to dig into texturing. Hopefully you wont have a problem finding a new job.
  20. Lots of high quality work in here for sure. I for one kind of enjoyed the unconventional navigation, but since it's not obvious I suggest you make it more clear that the page continue, because it would be a shame if they missed out the rest of your work because of something as simple as page layout.
  21. Without doubt one of the strongest environment art portfolios I've seen. Love your stuff man!
  22. Thanks guys! I'm gonna add some of my older stuff again, and some other work that I took out. Hopefully I can get some new work done too now that I have spare time again.
  23. ----- UPDATE 10.02.2011 ----- Good evening my beloved mapcore I've done a pretty big update on my portfolio and would love to hear what you guys think of it. The url is the same as before, www.pomperi.com. I know the lightbox is a bit messed up and crops the black background when the image is outside the frame of the page. If anyone knows how to fix that I'd be so happy old post: Hey guys! I though I'd post my spanking new portfolio here along with your guys fantastic portfolios. http://www.pomperi.com Please let me know what you think. Cheers!
  24. acapulco: I've simply put three different grayscale maps in the R G and B channel. The combined result always look very disco. keres: That last texture of yours is a big improvement from the earlier ones. Still has a bit too perfect lines and a bit too little variation overall to make up for the large resolution. Offsetting a few bricks just a few pixels here and there could really make your texture feel more alive. Adding slight variation in hue and saturation on the different bricks, as well as chipping off a few corners here and there would also give you some more variation in your texture
  25. Haven't posted here in quite some time. Here's some "nextgen" stuffz. This is rendered in Unreal with a 1024 diffuse, normal and material map
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