Munib Ahmad. 22/12/1996. 2D Artist. Always looking for work even though I'm beyond lazy. Enjoy my profile.
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.
Those gloves look really familiar...like, I've seen those textures elsewhere
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!
Damage is perfect imo, only thing I'd like to see is a darker base but then again, you have to follow references :/
Beautiful, the skybox looks beyond convincing.
Looking awesome :)
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.
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 :)
Hm, looking good, wondering which sexy ************ made this....
Well....if someone puts them in the game...yeah why not? I'd be up for making shaders too.
Thank you everyone for the lovely comments <3
Thanks, appreciate it <3
Do you have steam?
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!
Seriously, I wish I could improve haha, but thanks for both: the comments and support! And awesome mods btw!
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
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.
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.
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.
Edges seem slightly sharp. When it's been uv'd/baked, can we see the maps? :D
Still gotta send me the UVs to texture this.
In Borneo, South Asia
Thanks mate :)
Gotta say, your level design is VERY nice.
I think it'll need to be a lot more sophisticated if you plan on catching a bear tbh...
I STILL WANT A SURPRISE
I want a surprise too :D
Loving the audio, really fits in well
Full use of gloss maps, specular and diffuse. The compile also has this neat smoke trail. I think it's worth showing off I guess.