Nurb
Members-
Posts
189 -
Joined
-
Last visited
Content Type
Profiles
Forums
Articles
Pages
Everything posted by Nurb
-
The portfolio looks very -90's html. Even if you do only know html there are still ways to make it look "not 90's". The presentation of your textures is also very confusing. Some of them can quite easily be deducted as to what they are and where they belong, but some textures would really need some kind of explaination or not be there at all. For the "church" you have 2 speculars which are identical except for a black square in on corner on one of them, what's up? Also I got a feeling of dissapointment when I saw the very little text saying that the character models whern't yours. I think you should present this fact alittle more clear, right now it looks as if you are trying to hide it. And I have to be honest, the character models (especially the centaur:ish one) hold alot higher quality than the textures you put on them As for the work itself I feel that you have some things down but it doesn't seem like you quite know what to do when it comes to beeing a game artist. I would recommend trying to join an active mod team or atleast do some personal level projects where you do textures and models yourself. I think then you would realize alot of things that you won't quite get if we just point them out to you. When I look at your portfolio today, everything feels like school projects with no real ties to what is actually done in the games industry. Sorry if this sounded harsh. Keep it up though and you'll get there.
-
The latest invention of the creator behind Katamari Damacy. You don't roll over stuff this time round, you eat them and well, needless to say the game is quite weird Not sure if this was my cup of tea, but I downloaded and played it and it was quite fun for a bit atleast ^^ There are no real objectives except that you apparently work together with others on the internet to make the girlfriend worm long enough to connect the planets of the solar system ;P http://www.gamespot.com/ps3/action/nobi ... ages;img;1 Check it out for yourself (if you like the "lsd without drugs"-effect), it's available on the PSN (dunno about xbox) for not much at all. I payed 35 SEK which is about 3 €.
-
Ah hehe, thats just a very basic mockup of a huge machine-tank-thing that will sit ontop of a building over there. It wont be quite that shiny in the final level, but I'm thinking of having it in stainless steel to get a strong landmark/focuspoint in the level.
-
Thanks. It's a deathmatch map. Regarding the lamp, atm it only has an in editor created material on there. It will hopefully look better with some textures and a mask for the selfillum. I always try to mockup models and materials in the engine before I finalize anything. Is there anything specific that you don't think looks right with the sky?
-
A couple of early wip screens of my current UT3 project. All assets (except the smokesprites atm >_<) are custom made and I will do new iterations on all of it before the environment is finished.
-
That looks awesome
-
Thanks @rockdude86 You are much better off reworking that from scratch in the higher resolution. The original underneeth has just gotten blurry and the photomaterial you put on there only added grain and noise.
-
Thanks No, they are renders from Maya. On the workflow, basically i just lay out som low poly stuff in Maya then model it into high poly stuff in Mudbox. Then I take the highpoly stuff back into Maya and project as much info I need about the stuff (normals, ao, color etc) onto a plane. Then I take those images into photoshop and make them tile (cause they usually dont tile 100% when I get them from mudbox) and after that it's pretty much just making a diffuse and specular+gloss+whatever as always.
-
A couple of modelled textures for an UT3 project. Crits are welcome.
-
You have done really well on the atmosphere and the theme is held together by a good degree of consistency. The purple and blue lights stand out of the colorscheme in a bad way imo. Either you could go for red lights which would make them more monochrome with the rest of the scene, or you could add more blue/purple into the color composition to balance it up a bit. As for model placement, I think you have gone alittle too much with comfortable 90 degree angle placements with the pipes, walls and fences and powerlines. Throwing some large defining diagonals in there would really break this pattern up in a good way I think. The landscape inside of the compound has the same problem, it's strictly flat which makes it uninteresting, there isn't alot of z-axis in the scene until you get to the background with the hills which look brilliant. The indoor area feels very empty compared to the outdoor scene and aside from the blue windows there is no hint that it's the same level. Did you make the sky aswell? It works really well with the fog and smoke, as I said before, well done on the atmosphere.
-
Fully agree. It doesn't hurt to know the cutting edge technologies ofcourse, but learning a new tech can be done in months, getting an artistic sence is a lifetime pursuit. Ofcourse, it's hard to show that you actually have an artistic sence if you just work on old tech, so it's probably good to use an engine that doesn't limit you too much. From that perspective I'd say Source isn't the best choise, but I think that generally if someone can make a scene look really good in source, the same person can make a scene look like pure awesome in Crytek or UE
-
Awesome work pomp! You have improved alot. Is this for a personal project or a certain mod?
-
Thanks for the comments E-freak: I'll think about how to make that look better, hopefully I have some of the overlay-budget to spare.
-
Some new/updated shots from my Decadence (Source) level:
-
What you talk about is difficulty though. If as the first post mentioned, the level is too big, it doesn't have to do with difficulty but gameplay quality. Difficulty is subjective while quality is relative. Quality can be better or worse while difficulty can just be "different". I agree that all feedback should be filtered. Often I use feedback from individuals but transform it into an implementation very different from what the person first suggested, in order to improve the quality without taking too much away. I find it important to try to pinpoint the "essence" of feedback and find the best solution to it rather than to blindly follow suggestions. Sometimes the suggestions are exactly what I end up doing, other times not.
-
Looks like a potentially good looking miniature level as seen through a microscope
-
Judging by the screenshots the environment seems really unfinished. The light (as you mentioned) is really boring and washed out. There is snow on the ground but nowhere else (roofs? piers? on top of objects). Making a snow level is a bit hard this way, since there needs to be a lot of custom assets, but it really doesnt look good when there is snow in one logical place but not in another. The power cords in the 5:th screen look bulky, like you've made them out of brushes. The fog works somewhat outdoors but not indoors at all. From a level point of view this level seems like an excersice in placing square buildings and containers on a generally flat surface, there seem to be very little vertical gameplay going on which is a very important aspect to UT3 levels. Keep trying though, you'll get there (but probably not with this map).
-
Yeah, sort of. But maybe not so much that we "own" it as "having made a takeover of a University computerroom for the last year or so"
-
Looks similiar to the compiler we use in the Decadence office. Only our net compiler distribute the jobs on all our computers. 20 cores is nice for compiling <3 Johan our programmer (just needed to brag)
-
Reminds me of the cable car station in Vampire the masquerade. Looks nice, though the light could use some slight colorvariation indoors.
-
Yay, more food for the morale panic warriors Any death involving a game in any way is always brought into heavy attention. Of couse a person can be urged to kill another human due to interaction over a game community, no question about it. But it's not the game that is the weapon but the interaction and the mindset of the individual(s), and interaction between humans has taken place even before games. As long as people have the possibility to meet with eachother in person they will sometimes kill eachother. It's some kind of primal instinct I guess >_<
-
HP, it's the laserdot. Couldnt hide it with the consol >_< Minotauro, yes, Decadence is a TC. Thanks
-
3 screens from my Decadence level dec-deathrow which will be in the mod at release.
-
Good idea to give some more attention to the ball seeing as it is always in focus. And impressive play time on Oztoc, you guys really haven't been lazy
