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Posts posted by penE
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I moved back from Berlin to Darmstadt to go back to university and finish my studies; 3 semesters left
.And while I enjoyed my time at Yager a lot and worked on a bunch of really cool projects there, it feels good to have some more time again for personal projects as well :). I'll post some stuff I am working on soon, it's fun!
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Still working on my scene for our little collaboration.
Together with the character artist for the project (you can see his latest progress on the character here: http://www.polycount.com/forum/showthread.php?t=138052&page=2) I went to a park in Berlin to scan some rocks
.This is one of them in the scene:
Two Highpolys:
and here you can see one of the pics we used for building the scan. We took around 20 per object.
Some new shots from the scene:

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Made some wooden beams, holding up the ceiling
. The actual wood grain is done with the tiling textures of the master material.

- El Moroes, TheOnlyDoubleF and Sprony
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Thank you guys for your feedback. Very much appreciated! I haven't got so much feedback on the other sites I posted, so please keep it coming
. And I agree, I got carried away a bit with all the pp, will fix it for the next update, cheers!Edit:
Toned everything down, thx again!

- e-freak, Deathy and TheOnlyDoubleF
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Sounds good, will try that, thx!
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Decided to give this one an own thread.
So I updated some stuff, brought in new props, hope you all like it.
Here is the link to the warrior, Bao is doing: http://www.polycount.com/forum/showthread.php?t=138052
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Latest update:

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Working on some props for a totally secret new cs map


- RaVaGe, TheOnlyDoubleF, Deh0lise and 16 others
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Wow, thanks everyone!
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Thought I'd share a bit of progress of the scene I'm currently working on. It will be for a character a friend at Yager is doing right now (you can follow his progress on http://www.polycount.com/forum/showthread.php?t=138052). Basically a little old kinda viking like church.
Someone at Crytek will probably rig it and another dude from Yager will do some animations for a small ingame cutscene
, VFX will be done by a chick from Yager, so we have a nice little colab going on. The VFX in the scene are mine though so far.Hope you like it.

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Pogo, I'm gonna mention something that might sound a bit self-explanatory, something noone have mentioned yet.
What are you doing outside of work? Are you eating enough good food? Are you sleeping enough? Are you working out? Do you eat your vitamins? etc etc...
For me, all of those things, if I don't take care about them my motivation will break down no matter what I do. My point is, maybe it's not work related at all, maybe it's something completely different, not necessarily one of the things I listed.
So what about me? I've gone straight on the indie-dev path together with four other fellas and what I've figured so far that is both good and bad about being an indie is that you really have to do a tons of things that aren't your expertise at all necessarily. Sure I do my designing part of the games but there are so many times I just find my self tweaking GUI variables, creating simple art and so on. But what I found myself doing the most, since I'm the talkative guy in the group, is a lot of management, networking and just doing all of those things that needs to be done, simply because everyone else always seem to have a high-prio task linked to their expertise (art and coding.)
I like doing that stuff at least a little, but there's nothing like just making maps and tweaking gameplay and that's what I'd always want to do it. I just don't see that happening on a really small company like ours, then again; variation is good.
Loving it so far
, though I'm only in for roughly one year, and the amount of bullshit was pretty low.Guess I'm really lucky to work for Yager, too. They take really good care of their employees, and try to not crunch them to death. Even in the busy weeks before e3, there was little too no overtime involved. Great projects, flat hirarchy, you can basically work on what you feel is best for the project, all the managment gets done by the team, etc.
.Things are awesome at the moment!
Finally some good words about the AAA-studios, I've been hearing so much shit about them in terms of overtime et cetera I've lost quite a bit of interest in applying for the bigger studios. But maybe, since the game dev business is still in its infancy (in comparison to others), there will be a time when working in this industry could mean an economic security and not be as volatile.
Yep, I kinda felt the same before joinging AAA because of all the horror you get to hear, but I guess you have to experience it yourself to judge. Awesome to have such a positive suprise!
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Loving it so far
, though I'm only in for roughly one year, and the amount of bullshit was pretty low.Guess I'm really lucky to work for Yager, too. They take really good care of their employees, and try to not crunch them to death. Even in the busy weeks before e3, there was little too no overtime involved. Great projects, flat hirarchy, you can basically work on what you feel is best for the project, all the managment gets done by the team, etc.
.Things are awesome at the moment!
- Daze, Sjonsson, mawhrin-skel and 5 others
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Is anyone going to gamescom as well? I'm there from tuesday to friday, if some corians wants to meet up for a beer
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Nice
! Is it based on a concept or did you design it on your own? I'd probably make some of the shapes, e.g. in the back less boxy. Weapons are usually designed to be picked up fast and easy, without hurting yourself on sharp edges, so you probably wanna smooth some of the areas where the soldier would grab the weapon. But very clean modelling!





The random model thread!
in Level Design
Posted
Now, that I have more time again for personal projects I want to pick up some new stuff. First on my list is Substance Painter, and it's been really awesome so far.
So I decided to rebake an old piece of mine and to retexture it :). It's still work in progress, details like decals and small stuff is missing, but wanted to share anyways.
All pictures are from inside UE4. The mesh has around 22k triangles and I use two set of 4k maps.