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harefort

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    Junior Tech Artist
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    Frankfurt am Main, Germany

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    http://www.harefort.com

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  1. 2dChris commanded me to reply here. I wurk at crytek, too so put me in ze list already! Cheers! -Sascha
  2. Daaah! ^^
  3. Pure Sex!
  4. It's a shader that you can implement in your game. From 3Dsmax you get a mesh with vertexcolors, which you then import into your game and apply the shader to it. The shader basically does the unwrapping at runtime, so you can deform the terrain at runtime in any way you wish. Think Red Faction 3 or so.
  5. I know I'm an ass for posting non-model-stuff here, but check this out: (hit "watch in high quality"!) In short: it's a shader that allows you to texture terrains for games without unwrapping and seamlessly.
  6. I had to try around alot to get the metal to look good in Half-Life², as it doesn't support colored specmaps.
  7. Of course it's meant for ingame use! ... Okay Not really. But it was fun.
  8. Random Metal Case. Had it lying around unfinished forever. Done now. edit: Oh yes. 1264 triangles 2048² maps
  9. Triangles: 742 Maps: Diffuse, Specular, Normal Mapsize: 2048*2048 C&C welcome!
  10. Animators seem to prefer Maya, while modellers like 3dsmax better. I'm a modeller and IMO 3dsmax has slightly better modelling tools. (i.e. you can cut complex shapes into a mesh with a few clicks) Also the unwrapping tools are much more comfortable (despite some annoying bugs). The Render-to-Texture feature is unbeaten by any other program. 3dsmax is a bitch, when it comes to navigating in 3D-space and the interface. You better get a second monitor. Maya uses mouse-gestures for accessing tools, which CAN enable you to work much faster than with keyboard-shortcuts. Also the viewport-navigation is more smooth and intuitive. Maya often causes massive pain in the ass, when exporting to other programs or engines, from what I know. And the material-system can be intimidating at first. It won't hurt to know both though. my 2 cents
  11. gears of war
  12. got bored: love plasticwrap might do normal+specmap if more boredom occurs...
  13. Why is everybody bashing this? He is offering to pay money for building game-assets, right? That's a chance to actually work under close-to-industry-conditions and it get's you an extra buck or two. Who cares, if the genre is overused? Who cares if it ends up unfinished? Unless you start your own company with your own funding, you will always have to submit to other's directions. Epic won't sign a hobby-developer with zero industry-experience, trying to tell them how to do their job properly... If your portfolio is about photorealistic game-assets and lacks WW2 stuff, go for it. If not just go outside and take a walk! If I was able to deliver the desired quality, I'd give it a try. I'd do assets for Tomb Raider 27, if it was worth the payment. Sheesh!
  14. http://www.lysator.liu.se/~kand/caustics/ it's a generator ... even for animations nice toy btw
  15. Some random poop from our texturing lesson. Task was: 512*512 wall texture, with different materials + 2 variations, tileable. ~2 hours only source: t3h internetz The bolts suck, but I'm lazy
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