Debriefing > Join Us

Environment/Prop Artist

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killermonkey:
me likes *thimbs up*

btw, your lighting is awesome in your renders! May I suggest a book to further your talent? I will suggest it anyway:

http://www.amazon.com/Digital-Lighting-Rendering-2nd-digital/dp/0321316312/ref=sr_1_1?ie=UTF8&s=books&qid=1246714144&sr=8-1

Fucking bad ass book

Konrad Beerbaum:
Your stuff looks pretty good.  There are some areas you could improve, but it looks like you have a solid grasp of all of the basic skills.  All it takes now is practice to improve.  I would recommend working on a wider variety of assets to expand your skills, especially texturing.  Fortunately, mod work is really good for that :P.

I would like to see him get a trial. 

Josh [SLX]:
Wow, i really didnt expect all this, so you bet im really excited. :P

Thanks for the book referral killermonkey, definitely getting a bootleg of it. Cheers.

I have some photoshop-made only work if you guys are interested in seeing some of that. I  used to mod WWF No Mercy with Project64 for like 3 years so my texture abilities are probably better than what is presented here. When i first started doing stuff in max i just tacked on textures as materials, then worked my way up to uv unwrapping. Even then i've been somewhat lazy with my texturing but on something like GoldenEye Source, im definitely up for only releasing top-notch stuff with more effort. One of my biggest issues to overcome is the motivation of myself. I tend to work better when I have a little pressure and some guidance from people that im "employed" by.

Thanks for the opportunity. I cant wait until i'm given approval and can start working on some official projects.

If I'm not mistaken, your preferred method for textures is to render your Normal and specular textures on the diffuse in max, and then bake everything in one file? If so, then I can definitely do that.

Konrad Beerbaum:
No, the textures are created separately.  Some maps are used in the alpha map of the other textures.  The source engine knows to look in these extra channels in order to save space. 

Diffuse: 3 channel color map with ambient occlusion baked into it if needed. 
Alpha: Black + White (1 channel) map that is included in the alpha channel of the diffuse if used. 
Normal: 3 channel map created using a normal mapping progarm.
Specular: Black + White map that is included in the alpha channel of the Normal if used.

There are some extra maps used in certain cases like for ambient, but those are the main ones.  It's pretty easy once you do it once, and we can give you some guidance as well. 

Look for one of the project leads to give you the final word on a trial. 

Sean [Baron]:
Bumped to trial. Make a topic in the trial members section and wait for someone to give you something to take a crack at :)

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