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Topic: Level Designer (Read 2655 times)
Inous
MWLL DEV
Lance Sergeant
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Posts: 402
Re: Level Designer
«
Reply #15 on:
March 05, 2008, 06:38:04 PM »
Can you draw concept art?
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Hyncharas
Recruit
Offline
Posts: 54
Re: Level Designer
«
Reply #16 on:
March 05, 2008, 07:41:51 PM »
Well we did a traditional art class last year (inverse drawings, life studies, etc) and I do draw now and then. If you want that, be in mind I have a form of Dyslexia but I will try my best. I also do some fictional writing for things like short stories and pitch documents.
«
Last Edit: March 05, 2008, 07:44:08 PM by Hyncharas
»
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Community:=
Clan Draconus Lupus
(4yr Veteran)
Projects:=
SG-Universe.net
(Staff, Graphic Design) | SanctuaryMods, in association with
Stage3Media LLC
(Project Lead, Artist/Level Designer)
Inous
MWLL DEV
Lance Sergeant
Offline
Posts: 402
Re: Level Designer
«
Reply #17 on:
March 05, 2008, 09:25:00 PM »
ah i was just curious, thanks though!
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Hyncharas
Recruit
Offline
Posts: 54
Re: Level Designer
«
Reply #18 on:
March 06, 2008, 12:05:06 PM »
Quote from: Inous on March 05, 2008, 06:38:04 PM
Can you draw concept art?
I've sent you a PM on this matter.
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Community:=
Clan Draconus Lupus
(4yr Veteran)
Projects:=
SG-Universe.net
(Staff, Graphic Design) | SanctuaryMods, in association with
Stage3Media LLC
(Project Lead, Artist/Level Designer)
Decency
MWLL DEV
MechWarrior
Offline
Posts: 310
Re: Level Designer
«
Reply #19 on:
March 07, 2008, 09:23:00 PM »
Well sir, I can see that you have some talent. I don't really see anything specifically modeled for a game though, and a lot of the stuff you linked us to is what would qualify as a "doodle." I dig the driodeka most of all as it appears to be your most complex model, but its still high res geometry. Have you ever unwrapped or textured or produced normal maps? You seem to have some mod stuff so please post some wireframes of your realtime assets so we can examine them thoroughly. Also, your Construction Fury robot guy is basically a couple cylinders, I don't think you really gain anything by showing off work like that, it brings the rest of your good stuff down a notch.
Also, just between friends, if you have any models you are really proud of (now and in the future) spend some time showing them off. I want to see some nice renders from different angles with some good lighting, even if you have to use a plugin. The driodeka is a great start for what I am talking about. I don't know how to say this without sounding like an ass, but your stuff looks like it was made in the 90's. It all has that really old CG look and I think that detracts from the time you put into working on them.
Hopefully we can see some more of your work and in the meantime good luck with everything!
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www.3dece.com
Hyncharas
Recruit
Offline
Posts: 54
Re: Level Designer
«
Reply #20 on:
March 09, 2008, 11:33:01 AM »
I really don't know what to say. Have I done skinning/unwrapping/texturing... properly? No. The Construction Fury has always been a bit of a wildcard since
FS2's
polycount for an engine is terrifyingly restrictive, meaning a ship can only be between 100-350 quads, if that. The Bender from
Periculum
is one of my best models as I was given a wide latitude on how to develop it and how it would move. So is the cruise ship where did an animation for it that has a "beginner's skybox" and lasts 20 seconds. As for the Droideka; well, most of my models were done in Truespace before I even made it to the
Caliber
mod I spoke of earlier in the thread, including that one.
I have thought about rebuilding all of my Truespace models in max during my placement year (in-between my work experience), so I remove the stain that exists from nearly every previous model I have
I have a
stargate WIP
(around 700 polys so far) that I intend to get back to this summer, and a ship as well. I also have this which is finished, modelling-wise (
click here
), a very easy model from NS I rebuilt a while ago. The old version was in Truepace and, therefore, useless at the time.
There are a couple more I have, though I think they are best as a PM.
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Community:=
Clan Draconus Lupus
(4yr Veteran)
Projects:=
SG-Universe.net
(Staff, Graphic Design) | SanctuaryMods, in association with
Stage3Media LLC
(Project Lead, Artist/Level Designer)
Decency
MWLL DEV
MechWarrior
Offline
Posts: 310
Re: Level Designer
«
Reply #21 on:
March 09, 2008, 03:39:07 PM »
I sent you a PM, I think... if you didn't get it let me know.
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www.3dece.com
Hyncharas
Recruit
Offline
Posts: 54
Re: Level Designer
«
Reply #22 on:
March 09, 2008, 05:37:59 PM »
I guess all I'm saying is I want to learn. I know my portfolio is rather lacklustre - there, I said it - but that doesn't mean I don't want to improve and make all my future stuff the best it can be. From a lowpoly standpoint, the human character for my assignment is almost done and will be around 2500 triangles. After this my class will be taught how to set up UV coordinates, export our model to Zbrush, detail and paint Normal/Specular/Bump Maps for it that will handle most of its higher geometry (between 6-9000 triangles)... and then, finally, use Zmapper to compress the files for skinning. But that won't be for three weeks after our Easter break.
Alternatively as a compromise, you could tell me in a PM something you would want to see built and a mx polycount, I can go away, and then come back when I have a WIP of it to show. I know it sounds like an evaluation, but it may allow you to guage my more recent experience; rather than me showing a bunch of images that might not give you a good idea of my expertise.
Decency:
Actually, an animation for the character does exist, however it was rigged and animated by someone else, the rig came from EA and the video is very lo-res. On the other hand, we were taught how to rig a character this past week and I fully intend to do it myself at some point. There was even a rig for the Droideka(!), unfortunately, the closure of that mod meant it was never applied to the model. A picture of the rig itself does exist, though, and I have a copy of that.
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Community:=
Clan Draconus Lupus
(4yr Veteran)
Projects:=
SG-Universe.net
(Staff, Graphic Design) | SanctuaryMods, in association with
Stage3Media LLC
(Project Lead, Artist/Level Designer)
Decency
MWLL DEV
MechWarrior
Offline
Posts: 310
Re: Level Designer
«
Reply #23 on:
March 10, 2008, 11:35:17 AM »
I'm glad you want to improve, and it sounds like you are going to be getting familiar with texturing and normal maps soon too, which is a very good idea. Again I am not the one to give you a test or anything like that, just an artist making suggestions. I will PM one of the leads and have them take a look at this thread.
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www.3dece.com
Hyncharas
Recruit
Offline
Posts: 54
Re: Level Designer
«
Reply #24 on:
March 14, 2008, 07:22:53 PM »
update: we will be using
tangent-space
Normal Maps over object-space for the duration of my character assignment...
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Community:=
Clan Draconus Lupus
(4yr Veteran)
Projects:=
SG-Universe.net
(Staff, Graphic Design) | SanctuaryMods, in association with
Stage3Media LLC
(Project Lead, Artist/Level Designer)
Hyncharas
Recruit
Offline
Posts: 54
Re: Level Designer
«
Reply #25 on:
May 06, 2008, 07:07:51 PM »
Following the completion of my semester this year I will be performing a placement, during which I intend to create some new models for my portfolio, while also enabling you to conduct a better evaluation. One of these is a stargate model, which will be mostly a lowpoly mesh with highpoly Normal, Diffuse and Specular Maps:
Right now it's 1,514 triangles, leaving just the basic chevron/crystal-geometry to do, before going into ZBrush for detailing. I'm trying for 3,000 tris but we'll see what happens - trying to break a record from my earlier attempt!
«
Last Edit: May 06, 2008, 07:48:56 PM by Hyncharas
»
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Community:=
Clan Draconus Lupus
(4yr Veteran)
Projects:=
SG-Universe.net
(Staff, Graphic Design) | SanctuaryMods, in association with
Stage3Media LLC
(Project Lead, Artist/Level Designer)
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