Hello everyone, my name is Nate and I'm a 26 year old college student enrolled with Westwood College in their Game Art and Design program for my Bachelor's of Applied Sciences. My main focus is on modeling, texturing, animating and concept work but in the future I hope to establish myself as a Game Designer and found my own development company. My contributions to ModDB have been varied thus far and continue to grow as I move along towards my future career. I was the lead modeler and animator for the PSP project Prime which is currently in hiatus. My other work can be seen throughout the site. I am soon about to offer a variety of video tutorials ranging on various subjects including modeling, texturing, animating and exporting of low poly assets/characters for video games. As well I host a monthly self-imposed challenge in which I model a new model every week based on a monthly topic of the community's choosing. Feel free to friend me if you wanna keep track of my efforts.

Comment History  (0 - 30 of 168)
DeviantGerman
DeviantGerman Feb 3 2012, 3:49pm says:

Would be very good, in a much larger form, for a hand painted sky box. Fantastic. Love the color depth, the soft fade to a starry sky and the variation on the clouds. Great job.

+2 votes     media: Dusk study
DeviantGerman
DeviantGerman Feb 3 2012, 3:45pm says:

I like it. I think the reedy grass near the tower is a little too straight, makes it looks odd, but beyond that excellent sketchy-style concept painting. Clouds look fantastic, makes me want to practice them more.

+2 votes     media: Clouds and environment concept
DeviantGerman
DeviantGerman Nov 22 2011, 7:21am says:

Handgun style sub? Looks good. My only issue is around the grip area, the sharp edges are a bit harsh. I found when working on a model of the Halo DMR that using quads subdivided twice and scaled in create a nicer rounder effect, even if it adds a little extra geometry the visual is worth it. Of course, if this area is going to be completely hidden from view it's not an issue at all. Great work.

+1 vote     media: Weapons!
DeviantGerman
DeviantGerman Nov 9 2011, 4:12pm says:

Faithful to the source, great work on the detail. I would assume some of the smaller details, such as on the grip and up near the barrel, would all be texture based. Nothing really to crit here. Solid model solidly done. Great job.

+1 vote     media: " Her name is Beatrix "
DeviantGerman
DeviantGerman Nov 8 2011, 12:46am says:

Nice looking props. I like the trash can, the texture is nice and a bit dirty without being in-your-face grunge. The hydrant's red is a bit over-saturated for my taste, but that's just personal opinion. Think it could stand to use some nice highlighted scratches and wear to make it pop a bit more, but again that's all just opinion.

+1 vote     media: God damn props
DeviantGerman
DeviantGerman Nov 1 2011, 12:13pm says:

I'm still quite fond of this model. I can see the color choices didn't change much from the previous comments but I still think it looks great. If I have one thing to critique it's the scratches on the gun. They are well done but I think a bit too bright. Adjusting the opacity on them to bring them closer to a grey tone, as some of them appear almost pure white, would help out a bit. Other than that though this one is fantastic. Great job.

+1 vote     media: MP412 REX
DeviantGerman
DeviantGerman Oct 29 2011, 8:07am says:

It's a bit low poly, and obviously the texture needs some work, the stretching is highly noticeable. Beyond that though the overall design is pretty good, I like it. It's very anime inspired without being over complicated with the small details. Admittedly, Panda is starting to kinda creep me out, haha.

+3 votes     media: Naluri and Her Big Bertha
DeviantGerman
DeviantGerman Oct 27 2011, 10:33am replied:

Now's as good a time as any to learn :)

+1 vote     media: SVD Dragunov
DeviantGerman
DeviantGerman Oct 27 2011, 10:32am says:

Glass tends to have very harsh specularity and the spec highlight on the beaker is quite fuzzy and weak, I'd suggest upping the hard value of the object. As well, glass has an inherint IOR of around 1.33 that causes some distortion, the current IOR seems to weak. As well, when we perceive light of any sorts it allows us to see more light, including the natural ambient light. A slight AO pass to bring up the shadows would help this a lot, as shadows tend to not naturally be pitch black unless in an area with absolutely no windows or cracks of any kind.

+1 vote     media: Alchemy
DeviantGerman
DeviantGerman Oct 26 2011, 11:51pm says:

Odd double post for some reason...

+1 vote     media: Keltec KSG
DeviantGerman
DeviantGerman Oct 26 2011, 11:51pm says:

Great model of the wildly fantastic bull-pup shotgun from Keltec. This is not only a model of an innovative shotgun but a model of a shotgun that would be a versatile weapon in any shooter. The ability of having two different shells with a totaly capacity of 15 rounds, 14 from the combined total of each magazine and 1 in the chamber, would make shotty wars all the more hectic. The auto-shotties from CS can't even match up to this weapon. Now I'm just gushing, haha. As before, solid topology, great lines, great model. Keep it up. Some matte, AO style renders would really help your showcase renders pop as well, keep it in mind.

+1 vote     media: Keltec KSG
DeviantGerman
DeviantGerman Oct 26 2011, 11:46pm says:

Solid model. Untextured it looks fantastic and the topology is good. Would like to see this with an a good efforted texture to really bring the gun to life. As it stands though it's a good high-poly that could result in an equally good lower-poly for game use. Well done.

+1 vote     media: SVD Dragunov
DeviantGerman
DeviantGerman Oct 26 2011, 1:11pm says:

Nothing to complain about here. Too often I see anime girl renders that have horribly squashed faces or weird geometry. This is just solidly good 3d anime girl. Love the tiny details in the outfit and the NPR rendering here is perfect. Great job.

+2 votes     media: Naluri and Her Panda Plushie
DeviantGerman
DeviantGerman Oct 20 2011, 10:57pm says:

Just wait till my artwork is in there gents.

+2 votes     media: AI work?
DeviantGerman
DeviantGerman Oct 20 2011, 11:45am replied:

It seems a little too plasticine. It looks like you added some dirt to it but it doesn't effect the white lettering or logo at all, which is kind of odd as that would collect dirt more than anything. If it's a case in store or behind glass I would expect it to be perfect, but if it's seen any kind of use it'd be quite grimed up. Either which way you want to go with it. I just think it could use a little more visual interest is all, that's your choice. Color seems a little off as well Acclaimimages.com . But you can't trust me on that because I'm color blind, haha.

+2 votes     media: First Aid Med Kit
DeviantGerman
DeviantGerman Oct 20 2011, 1:28am says:

I gotta say, aesthetic wise this is one of the cooler looking things I've seen done with the BGE. Pretty is pretty no matter how competitive the graphics engine, and this...well it's pretty. I'm keeping my eye on this.

+2 votes     article: Neon Trees
DeviantGerman
DeviantGerman Oct 20 2011, 1:26am replied:

Oh no you did! Haha...alright, enough of that.

+1 vote     media: MP412 REX
DeviantGerman
DeviantGerman Oct 19 2011, 4:45pm says:

I can understand Flashes point, but gun's don't typically have a lot of color variation regardless. Perhaps altering the color of the cylinder to either a lighter tone much like the trigger or a darker tone like the grip would help break up the monotony. Other than that solid job thus far. I'm sure a better lighting setup would really help the texture pop on this as well.

+2 votes     media: MP412 REX
DeviantGerman
DeviantGerman Oct 19 2011, 2:47am says:

Normal maps are typically baked from a high poly source. Another way to go about that is to hand paint a greyscale bump map and then convert it to a proper normal map with use of NVidia's plugin for photoshop. There exists a very good tutorial for that on the 3D Artists front page.

It's a good start though, the texture leaves a little bit to be desired as far as the diffuse goes but with a bit of work I'm sure this will turn out well.

+2 votes     media: First Aid Med Kit
DeviantGerman
DeviantGerman Oct 16 2011, 8:56pm replied:

I will remember to stay on this account now...yeeesh.

+2 votes     game: Augustine: Despondent
DeviantGerman
DeviantGerman Oct 15 2011, 10:01pm says:

All three models are pretty good, but I think I like this one the most. Good detail, it looks brutal as all hell. My only suggestion prior to doing showcase renders such as these are to utilize smooth groups to get rid of those polygonal edges. Other than that, good job here so far. Can't wait to see how much further you might take them.

+2 votes     media: Warhammer 40,000 Imperial Guard Tanks
DeviantGerman
DeviantGerman Oct 15 2011, 1:57am says:

It's all about practice and progress. Admittedly, this is far less ugly than a lot of the stuff I've done in the past. Surfaces are smoothed and well put together. Just push yourself to do more with it. Take this as a base and start building it up. Start with hands, they are tough, but just make some hands to the best of your ability with some actual fingers and such and attach them to the model, then work your way in just focusing on details bit by bit rather than the whole picture. By the time you're done you'll not only have something that looks far better than your original but you'll also have learned a lot. Good job so far though. Keep it up.

+2 votes     media: RoundCountest's Model
DeviantGerman
DeviantGerman Oct 15 2011, 1:54am replied:

Actually yes. If my advisors in college have pushed one thing into my head it's that companies want to see your abilities with a wide range of software. The more software knowledge you have the better, so even showing images in your portfolio of mixed software composited images really helps lend to that.

As an aside response, typically when doing scenes like this I'll use the terrain program to initially generate the water but I'll import it into something else when it comes to handling the water. Basically because I want the control of how the water looks so I can always substitute a plane with my own custom texture and reflection maps and just use the software generated one as reference. Typically in the past I used Terragen and Blender and there was an excellent script for moving between the two that generated the water as a simple plane that I could customize. Considering the strength of most programs usage of procedural textures you can create some great visuals with them. A few strong cloud type procedural's can create very convincing water surfaces.

+1 vote     media: Dream Army Vulture Scene
DeviantGerman
DeviantGerman Oct 15 2011, 1:44am says:

Solid piece here. Nice full sized render too, nice to see a good high-res image of a result. The diffuse texture is solid and I love the wood word. There are some minor texture issues near the butt-stock area but that's being as scrutinous as I can. I love it. Great job. Project sounds interesting, looking forward to seeing more of it in the future.

+1 vote     media: Kar98k
DeviantGerman
DeviantGerman Oct 15 2011, 1:40am replied:

It's perfectly fine. There is a certain aspect to ModDB's overall community that most people don't like to address, but in the interest of furthering the credibility of the site and the community itself I do decide to take a stand against certain things. That you apologized for the conduct and admitted your mistake is very professional and mature of you however. Something rare around here as such things might eventually lead to a flame war. I'm sorry to hear about the dissolution of your status on the project but just know that future prospects are always out there. Just conduct yourself cordially and keep at it.

+3 votes     group: 3D Artists Group
DeviantGerman
DeviantGerman Oct 11 2011, 4:46am says:

Fly into the, Danger Zone! Haha. I like it. If I have anything to crit it's mainly the fault of Bryce's common pitfalls. #1: The sky looks super awkward. The clouds have that kind of washed out neon effect going on with them that is common of rendered cloud systems but not of real life clouds. #2: Banding in the water, but that's a pitfall of Bryce's water tesselation and attempting to determine wave directions from surface interactions. The island geometry is fine, though there are the odd obvious extruded faces that result in unrealistic sharp geometry (A pitfall of height maps) and it's a bit barren in some spots. The random mountain coming out of what looks like an ice flow is peculiar. The Vulture's are superb. Trails are very sci-fi movie esque if not a bit blatantly unreal. They are fine as an artistic touch though. Overall, good job. Nice to see you can use crits to advance a work and hopefully you push yourself even more to make it even better. Keep it up.

+2 votes     media: Dream Army Vulture Scene
DeviantGerman
DeviantGerman Oct 11 2011, 4:38am replied:

Find your panels on the right hand side of the screen. Make sure you have your object selected and go into the modifiers. Click on the list and choose: Mesh Editing > Smooth. You will now be able to adjust the threshold of the auto-smooth to your hearts content, or, if you're ambitious look up how to set your own smoothing groups to have greater control over what areas of the geometry are smoothed.

+3 votes     group: 3D Artists Group
DeviantGerman
DeviantGerman Oct 9 2011, 2:22am says:

I love it, I liked it before, but with seeing so many different views I am now in love with it. Great work. Very new-age Batmobile. The rear seems decidedly more intricate than the front, but this is not a gripe merely an observation. It's funny how low detail the top render appears in contrast to the others. All in all, my only question is how much? Because I must have one of these parked in my driveway.

+2 votes     media: Nosferatu
DeviantGerman
DeviantGerman Oct 9 2011, 2:20am says:

Nicely done model. Topology looks good and clean. My only crit is the render. Try some more dynamic lighting, and when showing a wireframe render, try to do it with the base geometry underneath it. It looks cleaner if you're not looking straight through the wires to the back faces. Other than that, quality work. Always nice to see Blender contributions.

+2 votes     media: M99 Barrett
DeviantGerman
DeviantGerman Oct 7 2011, 2:48pm replied:

A) Don't use all caps. It appears to everyone that you're screaming at them and is highly unprofessional. No one will take interest in you with this kind of approach. B) More information is needed if you want anyone to take an interest, leaving things vague gets you nowhere. C) Read the rules at the top of the page. Please don't ask for assistance for Mods and Games here. That's what the forums are for. This group is for sharing artwork and talking about art related stuff.

+3 votes     group: 3D Artists Group
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