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Cuplacakes

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Everything posted by Cuplacakes

  1. I'm glad you saw my meaning so quickly Puddy, The fact that the phallic symbol is comprised of mechanical elements also serves to highlight the mechanical and systematic way a patriarchal society oppresses the female sex. Also, penis envy. Any serious feedback would be really appreciated though what do you think of the stylization in particular? Seir, I am not sure what you mean?
  2. Feedback Please? This is a scene I am working on comprised entirely of stock UDK assets. I am planning on altering the existing materials for all the meshes though.
  3. Hey guys, thanks a lot for the feedback, I'll be sure to take your criticism's on board edit: bawwwcas, I created this portfolio to show to a university, and they wanted to see a slightly broader range of work (they also looked at a physical portfolio and some sketchbooks, when I leave Uni and I'm looking for a job I'll definitely concentrate more on my area of expertise, and my professionalism)
  4. Thanks for your advice guys
  5. I'm sorry, I didn't mean to upset everyone
  6. I understand that I could do a better job on them if I spent longer. They are simple learning exercises. I am sorting out going to university for the first time at the moment, and don't really have time for many full scale projects. @knj: maybe not, but I was pretty pleased with the atmosphere I achieved in each scene.
  7. @fuzyhead: Thanks a lot for the feedback, I have been desperate to receive some constructive criticism, and as of yet you are the only person to done so. I'll address each of your points in turn. I in fact only posted this Timelapse video in two threads,this one, and my portfolio. I posted it here in order to get feedback, and in my portfolio in order to show potential clients or those with an interest my workflow how I work. I believe that you may be mixing the third thread up with my Showreel thread, a seperate video, which while including this map, also focuses on numerous other projects. The two are completely separate video's, despite both using one piece of the same footage. I did wonder about posting in so many places, but I believe that the reasons were justifiable. For while I consider this some of my better work, and thus include it in my portfolio, I am aware that I need to improve, and so, I include it in the WIP thread too, the whole point of these scenes is that I construct them in two hours, take what I learn in the process,and move onto the next. The video is locked because I am using copywrited music, I did this deliberately, as I knew that it fit the mood of the scene, and I needed a specific University to be able to view it, however, it means the copy-write holder is able to decide where and when the video is played. Future show reels and video's will use music created by a composer friend. Now Onto the scene: The terrain on the right : Are you referring to the terrain down by the waters edge? It is meant to be rock, but I agree that it does look a little odd. The trees on the left side : I agree with you completely, unfortunately that is what happens when you don't uniform scale stock meshes. I believe that it does have normal map, but I think the stretching has ruined it. I'll take your comments on board in future scenes. tree one the right side otherway.... is quite awful : Are you talking about the spikey one? I really like the spikey one... I'll admit the texture is tiled too many times, and perhaps it is too low-poly for the scene... In fact. I agree... It's out of place... Cheers for pointing that out... sniff... The grass is looking more like spikes : yes it does, but again, I am using stock meshes, if I allowed myself more than 2 hours per scene I would probably spend longer making it look more natural, but for this scene I was pleased with the result. And finally, that scene you linked is absolutely beautiful, and i aspire to that level of quality and polish. Thank you very much for your time and help, I hope you see improvement in my next work, sorry about the confusion with the video's. Would you mind very much If I sent you along future work for you to critique? Gratefully, George
  8. http://www.youtube.com/watch?v=Y3Lw0pRACo0 What do y'all think?
  9. Another Time-lapse Video for all you time-lapse fetishists! http://www.youtube.com/watch?v=L3g-faCY_fU
  10. Updated on 15/08/2013 Showreel http://www.youtube.com/watch?v=Y3Lw0pRACo0 Environment Art Timelapses Sketchbook
  11. Howd'y Ya'll! I'm back with another quick update! http://www.youtube.com/watch?v=7tpEeDAPyk4
  12. Howd'y Ya'll! I'm back with another quick update! http://www.youtube.com/watch?v=7tpEeDAPyk4
  13. I gotta admit, your work creeps me out, but it's still cool. Thank for the feedback, Here is a revised version of the scene!
  14. Hey guys, I have updated my website with screenshots from a few projects! The upper 3 were completely personal projects, while on the second 2, I collaborated with other people, working mainly on lighting, effects, post-processing, and shaders.
  15. Hey guys, I have updated my website with screenshots from a few projects! The upper 3 were completely personal projects, while on the second 2, I collaborated with other people, working mainly on lighting, effects, post-processing, and shaders.
  16. What engine is that scene being rendered in? If it were me, I would add a bit of fog to the scene, introduce more contrasting elements and perhaps add some form of "Depth of Field" effect, and blur the background. More Detail: I think that overall at the moment the scene looks a bit bland, the shadows under the tank and around the edges of the scene should be much darker, and overall it is just too bluey-grey at the moment. I would reduce the radius of your lightsources vastly. I also cannot tell whether you are using a specular map on the tank or not, and you definitely should be. Also, are you using ambient occlusion in the scene? Because it would add a lot. In general it just looks a bit empty, perhaps the addition of a bit of clutter around the edges would help a bit. Where the tunnel mesh meets the floor there is an obvious and very unrealistic edge, which should not exist. I hope you take what I say on board, and the models look great, the presentation needs a little work though.
  17. Hey all! Here is a quick update! I flew to Greece this morning and I am currently sitting on a veranda overlooking the Agean Sea! Unfortunately these screenshots represent the last work I will be able to do on Despos until august, so no more updates relating to that for a while. But more on that in a weeks time, meanwhile, I’m just going to enjoy my holiday! Oh, and here is a picture of Despos’ current layout, for your delight. George, Signing out!
  18. Hey all! Here is a quick update! I flew to Greece this morning and I am currently sitting on a veranda overlooking the Agean Sea! Unfortunately these screenshots represent the last work I will be able to do on Despos until august, so no more updates relating to that for a while. But more on that in a weeks time, meanwhile, I’m just going to enjoy my holiday! Oh, and here is a picture of Despos’ current layout, for your delight. George, Signing out!
  19. Hey all!!! Just thought I'd share with you the latest screens from my most recent project. Hope they peak your interest! PS: The pictures take you to more pictures!
  20. Hey, thanks a lot! I'll bear in mind what you said about the textures in mind. And yes, the map is going to have many, many dynamic elements, I am contemplating even having dynamic weather. On the contrary to all of these vertical elements being distracting, they will be designed to draw players eyes upwards, and hopefully, towards the upper levels of the arena. The map will have many Z-axis battles, and hopefully by having eye catching elements above the player, I will be able to persuade them to not only look at the floor in front of them. In the meantime, here is a slight visual update: The pictures are links!
  21. Hey y’all! I thought that I would try to keep everybody up to date with the progress I have been making on CTF Despos (formerly known as Despot). I spent the majority of this morning working on the visuals in the level. And seeing as pictures speak a thousand words, here’s 16 of them! The Pictures are links
  22. Hey all! Time to unveil my latest project! Like any Level Designer, I have many started projects, but not very many have ever made it all the way to completion. Anyway, I was browsing through all of my old UT3 Level files, when I came upon one little gem of a layout; all of the basic brush-work was done, and most of the surfaces already had materials applied. It did not take much imagination to see where I could take it visually, and a few rounds with bots allowed me to discern that the layout was already quite fun. This gave me the idea, of revisiting old concepts and layouts that I never had the time to finish. I would only work on the most promising ones, and after an evening of comparing various BSP shells, I have settled on 2 or 3 that I think will provide the greatest reward for the least amount of time. In the interests of getting these levels finished in a timely manner, the rules are as follows: No Custom Meshes No Custom Materials No Major Changes To Existing Layouts What you see below, is the product of a mornings work on one of the most promising layouts that I found. Click here, or on any of the below images, to see more pictures, and jump straight to my site. I am calling the map Despot, which is short for “Despotism”. As you may already be able to tell, the map takes place in the slums area of a futuristic city. A futuristic city in which the gleaming homes of the privileged exist atop great skyscrapers, and look down upon those less fortunate than themselves with disgust. There are a set of contrasts that comprise the main visual themes of the map, which are: The contrast between Light and Dark The contrast between the shining spires up above, and the grotty slums below The contrast between warm natural light, which struggles to reach so far down, and cold, artificial lanterns that light up the alleyways. I also plan on having many dynamic elements, such as spaceships that fly between the skyscrapers, fans, hanging cables and wires, sparks, fog and smoke. These dynamic elements are what I believe will set this level apart from other Designs. I will try to keep everyone updated, Feedback is very welcome.
  23. CTF Despos Scroll to bottom for newest screenshots Posted on July 16, 2013 by georgehulm Hey all! Time to unveil my latest project! Like any Level Designer, I have many started projects, but not very many have ever made it all the way to completion. Anyway, I was browsing through all of my old UT3 Level files, when I came upon one little gem of a layout; all of the basic brush-work was done, and most of the surfaces already had materials applied. It did not take much imagination to see where I could take it visually, and a few rounds with bots allowed me to discern that the layout was already quite fun. This gave me the idea, of revisiting old concepts and layouts that I never had the time to finish. I would only work on the most promising ones, and after an evening of comparing various BSP shells, I have settled on 2 or 3 that I think will provide the greatest reward for the least amount of time. In the interests of getting these levels finished in a timely manner, the rules are as follows: No Custom Meshes No Custom Materials No Major Changes To Existing Layouts What you see below, is the product of a mornings work on one of the most promising layouts that I found. Click here, or on any of the below images, to see more pictures, and jump straight to my site. I am calling the map Despot, which is short for “Despotism”. As you may already be able to tell, the map takes place in the slums area of a futuristic city. A futuristic city in which the gleaming homes of the privileged exist atop great skyscrapers, and look down upon those less fortunate than themselves with disgust. There are a set of contrasts that comprise the main visual themes of the map, which are: The contrast between Light and Dark The contrast between the shining spires up above, and the grotty slums below The contrast between warm natural light, which struggles to reach so far down, and cold, artificial lanterns that light up the alleyways. I also plan on having many dynamic elements, such as spaceships that fly between the skyscrapers, fans, hanging cables and wires, sparks, fog and smoke. These dynamic elements are what I believe will set this level apart from other Designs. I will try to keep everyone updated, Feedback is very welcome.
  24. Updated on 15/08/2013 Showreel http://www.youtube.com/watch?v=Y3Lw0pRACo0 Environment Art Timelapses Sketchbook
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