Munib Ahmad. 22/12/1996. 3D Artist. Enthusiast of all things lacking movement.

Comment History  (0 - 30 of 88)
Blur.
Blur. 16hours 21mins ago replied:

Nope, the model is by a member called Frimenitnet on GameBanana.

+1 vote   media: AKM
Blur.
Blur. May 28 2015, 10:47am replied:

Thanks!

+1 vote   media: AKM
Blur.
Blur. May 28 2015, 1:23am replied:

Thank you! :)

+1 vote   media: AKM
Blur.
Blur. Mar 31 2015, 10:51am replied:

Marmoset!

+1 vote   media: GSH-18
Blur.
Blur. Mar 30 2015, 8:32am replied:

Thanks! I still am somewhat inactive but we'll see what happens!

+1 vote   media: Spectre M4
Blur.
Blur. Jan 2 2014, 10:54pm says:

The trailer is pretty nice, one thing which would make it perfect is slightly more action within it and more momentum. Perhaps a stronger thrill effect? Idk. But it's really nice. The music really fits.

+3 votes   news: This Week : Far Cry 3 Giveaway and new Locations
Blur.
Blur. Jan 2 2014, 10:52pm says:

Those gloves look really familiar...like, I've seen those textures elsewhere

+1 vote   media: PMC's Glove Version 2
Blur.
Blur. Dec 14 2013, 8:07pm says:

Drown, it looks bloody beautiful. I only have one nitpick and that's the logo. The main text: "FARCRY3" looks a little dark and hidden (unless that was the intention) but it would be nice if it was slightly brighter and look as if it was emerging from the smoke. Keep it up!

+1 vote   news: Far Cry 3 - Tales of the Undead Update #1
Blur.
Blur. Nov 30 2013, 6:34pm replied: +1 vote   member: Blur.
Blur.
Blur. Nov 29 2013, 7:00pm says:

Damage is perfect imo, only thing I'd like to see is a darker base but then again, you have to follow references :/

+3 votes   media: GSH-18 texturing
Blur.
Blur. Nov 14 2013, 3:58am says:

Beautiful, the skybox looks beyond convincing.

+1 vote   media: Zatar wetlands: updated lighting settings
Blur.
Blur. Nov 9 2013, 9:22pm says:

Looking awesome :)

+3 votes   media: CZ-52 model
Blur.
Blur. Nov 4 2013, 8:41am replied:

Not sure how to do that :(

They're all uploaded to my Dropbox which I'll give the link to people as soon as I get the chance. Most of the time, if anyone needs them, they ask me for them through Steam or other means of communication.

+1 vote   member: Blur.
Blur.
Blur. Nov 1 2013, 11:20am replied:

Thank you so much! I'm sure you can, all it needs is a little bit of practice. And looking at your models, they look awesome and inspiring as well :)

+1 vote   member: Blur.
Blur.
Blur. Oct 31 2013, 10:05am says:

Hm, looking good, wondering which sexy ************ made this....

:3

+8 votes   media: Textured Beretta
Blur.
Blur. Oct 12 2013, 4:53am replied:

Well....if someone puts them in the game...yeah why not? I'd be up for making shaders too.

+1 vote   member: Blur.
Blur.
Blur. Oct 10 2013, 9:25am says:

Thank you everyone for the lovely comments <3

+1 vote   media: M37 Ithaca
Blur.
Blur. Oct 4 2013, 11:23am replied:

Thanks, appreciate it <3

+1 vote   member: Blur.
Blur.
Blur. Sep 27 2013, 5:00am replied:

Do you have steam?

+1 vote   member: Sgt_Prof
Blur.
Blur. Sep 26 2013, 5:46am says:

Hey, are you capable of compiling custom model and texture for the cryengine? I'd love to see what my textures would look like in there. Thanks!

+1 vote   member: Sgt_Prof
Blur.
Blur. Sep 21 2013, 10:33pm replied:

Seriously, I wish I could improve haha, but thanks for both: the comments and support! And awesome mods btw!

+1 vote   member: Blur.
Blur.
Blur. Sep 21 2013, 10:39am replied:

Man, I wish I could seriously do it consistently. I do good on some, bad on others. But thanks for the kind wishes, really, really appreciate it <3

+2 votes   member: Blur.
Blur.
Blur. Sep 20 2013, 2:02am says:

Looking really nice. One thing that really, really bothers me is that this basically looks like B/W. In fact, it looks like a B/W filter was put over it. Always have blue as your base as it's usually what the environment is (the sky) and experiment. Parts such as the muzzle might have some heat distortion. But yeah. More colour please.

+3 votes   media: FN FNC model
Blur.
Blur. Sep 13 2013, 11:35am replied:

The start of development on a level begins with the author note, then (if it's a large environment or production) we skecth it, then we have Concept artists draw interior and exterior, then we have something we call 'Polish momentum' - we all re-work our progress, then contact the environment team, wait three weeks for them to get-up from their bed so they can sit at their computer chair, then they are given all details necessary, they produce the map, then we re-work the map, polish detail and then release. Thank you.

+2 votes   news: Environments
Blur.
Blur. Sep 13 2013, 7:03am replied:

Hello, first. thanks for your input.

The choice of the hues was based from colour correction that hads not been added to the 'compile' of this map.

Thank you.

+2 votes   news: Environments
Blur.
Blur. Sep 9 2013, 5:36am says:

Edges seem slightly sharp. When it's been uv'd/baked, can we see the maps? :D

+1 vote   media: G36C WIP
Blur.
Blur. Aug 30 2013, 2:49am says:

Still gotta send me the UVs to texture this.

+1 vote   media: MP7A1 - WIP #1
Blur.
Blur. Aug 28 2013, 5:35am replied:

In Borneo, South Asia

+2 votes   member: Blur.
Blur.
Blur. Aug 27 2013, 7:31am replied:

Thanks mate :)

+2 votes   member: Blur.
Blur.
Blur. Aug 15 2013, 8:08am says:

Gotta say, your level design is VERY nice.

+3 votes   member: Crypt
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