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PogoP

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Everything posted by PogoP

  1. True Detective. FUCK! Incredible. Matthew Mcana-whatcha-ma-call-it is absolutely incredible. His end monologue was really touching. Great show, definitely give it a watch.
  2. PogoP

    Alien: Isolation

    Turn your fucking FOV down Dux.
  3. People still use brushes?
  4. PogoP

    Alien: Isolation

    lmao One of the most memorable sets in the film, and beautifully recreated in the game. The pods look great, and in the Torrens you can open and close the lids, which do so at the same speed as those in the film. Yes, I compared them. The major difference here, though, is the lighting. The shadows on the padded walls in the game are much harsher, which doesn't capture the clean, white feel of the film set. That aside, great work. The art director told me to make them a bit more grungey! FML. Still 9/10, not bad... not bad. Also.. I'm sorry guys but I failed on this one: One of the most memorable sets in the film, and beautifully recreated in the game. The pods look great, and in the Torrens you can open and close the lids, which do so at the same speed as those in the film. Yes, I compared them. The major difference here, though, is the lighting. The shadows on the padded walls in the game are much harsher, which doesn't capture the clean, white feel of the film set. That aside, great work. The instructions for the self destruct sequence are identical. Capturing this image from the film, I realised that you can actually see the paint marks on the red parts. Alien is very much a handmade film, and everything was constructed from scratch. Ripley’s finger, in both the film and the DLC, traces across the directions at the bottom, which is a nice reference. I could moan about the ‘SCUTTLE PROCEDURE’ text being aligned slightly too far left in the game, but I’m not going to. Even though I just did. Sorry.
  5. Love ya tho Pete (in a bro kinda way)! Glad to have you around here So I came along in around 2006 when I first started getting into Source mapping. I spent about a month trying to get my account verified, and everyone was really unhelpful so cheers for that! I remember porting a load of NS1 assets into HL2 and using PhilipK's textures to make some shitty mockups of what NS2 could look like.. It was one of the first things I posted up here.
  6. Was? EHHHHHHHH OHHHHHHHHH. Sorry Pone. Love you really! Who remembers Rick_D?
  7. PogoP

    Alien: Isolation

    Haha I remember one of the guys at work had to go back through a load of old models and manually assign that tesselated material onto a few meshes just to please the AMD guys and fulfil our end of the contract.... But... Is there really any difference here at all? :S
  8. I haven't seen Solaris actually, I've always wanted to watch it though, just never got round to it! Buddy, nah I didn't use any displacement, there's no tesselation going on in this scene at all.
  9. Congrats guys!
  10. Awesome! Reminds me a lot of Tyrian 2000
  11. PogoP

    Alien: Isolation

    Spoilers: Also! The Dead End Thrills guy has taken some shots of Alien, including the Cryo room! This guy is amazing at hacking games to take screenshots! http://deadendthrills.com/#/
  12. Go post up on a 'Lawcore' forum and people will tell you you're squandering your law career for some silly games job This is probably a very biased place for career advice I'd recommend just sticking it out. It can't hurt to have a degree in something completely different to games. I sometimes wonder what I would do if I were to leave the industry.
  13. Get more sleep, honestly you'll feel a hell of a lot better. Also maybe put less pressure on yourself to do CSGO maps. I know it's fun but you need to focus on your studies. Your family is still gonna be around after law school so just try and persevere and it'll be worth the effort
  14. PogoP

    Alien: Isolation

    , and man now I'm totally hooked. They've totally nailed the feel of sneaking around with the motion tracker, shifting focus between that and what's in front of you, even if it ended up with me staying under a bed for like 5 minutes at one point D: Yeah I felt like it really started getting good after that Hospital section.
  15. PogoP

    Alien: Isolation

    We had a script made by the wonderful mr Andrew Oakley (lead tech artist), who is a maxscript scripting genius and the nicest guy you'll ever speak to. Very easy to iterate upon models and then edit the custom normals using his script, and it was all saved in the max file so other artists could run the same script (not sure exactly how much I'm allowed to divulge). Whenever you want to edit a model, I usually just reset the normals, did my changes, and then re-applied the script, telling it which faces I wanted flattened. In general it was a super fast workflow, but you struggled to get a massive amount of detail on stuff because you had to chamfer everything. I noticed when playing that some of the Engineering assets (which were the oldest assets, made very early on) look very low poly.. But the lighting/atmosphere/vfx etc more than makes up for it and you don't really notice. We did use vert AO in most materials, not sure about the SSAO solution though. Mark would know more about that. I did know we had some really cool dynamic GI tech though which I'm sure Mark could explain in more detail. We I did a lot of the unique normal map decals when I started at CA. There was already a load that were used, but I made some more based off Ron Cobb's concepts which seemed pretty well used throughout. We did have a big library of materials though which did use normal maps, but the average tiling metal/plastic didn't use a normal map. Damnit I miss that workflow!
  16. I'm really honoured, Kotaku featured me on their front page today! I wasn't expecting anything like this at all! http://www.kotaku.co.uk/2014/10/08/moved-space-id-live I have you guys to thank for part of this, you guys really helped me push it that much further. Thanks once again everybody!
  17. PogoP

    Alien: Isolation

    Been playing a lot more tonight. The Nostromo DLC stuff is pretty cool, if a little short. But I don't know what else they could have done with it really! The voices of all the old cast is exactly that; old. They sound like a bunch of OAPs now, and the voice actor that did Ash sounds like he's got some kind of weird lisp. Fun seeing those guys reprising their roles though! I'm currently at the Systech spire, and I feel the game is kinda coming into it's own a lot more now. Started out fairly strong, then got a little weak during the Hospital area.... But now it's picking up again. Really enjoying it so far! This is one of the areas I worked on, the Cryo Room from the original film and also the Torrens variant! This was a fun little task!
  18. Love a bit of Killing Floor, great game!
  19. PogoP

    Alien: Isolation

    It's pretty much exactly the same across the board on PC, PS4 or XB1. No noticeable differences. It's entirely up to you, but I'm really enjoying playing it with mouse and keyboard.
  20. I don't get it
  21. PogoP

    Alien: Isolation

    Possible spoilers below. Nothing in particular with regards to story though. Ok I've been playing a bit of this tonight. I never played it properly whilst at CA, you know how it is, you tend to just work on your own stuff and don't see it objectively... But I feel like I've had a long enough break from CA (left there about 5 months ago) to be able to be a little more objective about the game. Honestly, my opinion whilst at CA was fairly negative about the gameplay... However, after playing it tonight with the proper flow of the game, I'm actually pleasantly surprised. It feels very dynamic to me, and I can tell that every playthrough is going to be different. I was playing on hard, and the Alien is completely unpredictable, and I gotta say, absolutely terrifying. Jesus Christ, the first time it runs at you, you will shit your pants. I played it in the dark, with headphones on, which is how this game was made to be played. It's also a really good PC port. FPS is great, feels really smooth on my comp and looks nice, the lighting guys did a really good job on it. It feels a little rough around the edges in parts, especially with some of the environment art. Unchamfered boxes as detail you can get your eye right up to being on example, especially on the Engineering assets. I remember seeing a lot of that when I was there, I was hoping a bit more would have been ironed out by now. And also, some of the character lip syncing is a bit off too, they feel very lifeless, which is a shame because the character models themselves are really good. This is a tech thing rather than any animators' fault though! Some of the movement of NPCs is a bit weird at times too. However, overall I'm really quite impressed! It feels like a solid experience so far.
  22. Cheers man I appreciate that. I'll give it a go in a bit!
  23. Cool man. It was in construction script originally but it wouldn't update dynamically in Matinee. Ill give it another go!
  24. Oh right, yeah I'm just a bit of a noob when it comes to Blueprints dude. I was a bit cautious about making a tutorial and spreading incorrect knowledge! Well it's not incorrect it's just not optimal How would you do it differently?
  25. Thanks man, yeah I noticed the black metal issue. It only came around when I made the lights in the environment completely dynamic (for the video when they flicker on/off), I had previously fixed it before. I need to look at fixing that again! I got in touch with Epic and unfortunately they aren't accepting free submissions. I'll clean up the scene a little and put it up here for you guys to download.
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