Graduate of Computer Games Design at Staffordshire University. Currently looking for an entry level position as an Environment Artist.

Comment History  (0 - 30 of 35)
rowan_moss
rowan_moss Feb 9 2013, 7:35pm replied:

Its up!

+1 vote     media: Wahtahka Starscope Concept Iterations
rowan_moss
rowan_moss Feb 9 2013, 7:33pm replied:

Yeah, pretty much every AAA game uses normal maps for virtually every asset! This is, really well optimized + the normals read really well, so it's still fantastic for 5k tris :)

+1 vote     media: Definitely the FINAL Lightforce Rifle (we promise)
rowan_moss
rowan_moss Feb 5 2013, 7:37pm replied:

Thanks for all the feedback guys.

@DrSalvador, that's actually pretty much what we've gone for!! Will post revised concept tomorrow!

+1 vote     media: Wahtahka Starscope Concept Iterations
rowan_moss
rowan_moss Dec 30 2012, 5:25am replied:

Polymer doesn't necessarily have a "pattern" on it, it can be smooth as anything... There are scratches, gouges and edge wear on that section. Why should it be designed so that details are obvious from all angles? What would be the point in a specular map?

+1 vote     media: Synapse Lightforce Finished
rowan_moss
rowan_moss Dec 29 2012, 7:05pm says:

Thanks for the positive comments guys!

+1 vote     media: Synapse Lightforce Finished
rowan_moss
rowan_moss Dec 29 2012, 7:04pm replied:

Heya Frag - Yes, it is supposed to be clean, with signs of wear and tear. In what regard wpi;d you say that the texture is flat? Polymer and Metal are both rather flat materials, but I think the maps do it justice in regard to the depth of small details such as scratches, as well as the normals for the top and side rail.

+1 vote     media: Synapse Lightforce Finished
rowan_moss
rowan_moss Dec 16 2012, 9:14am says:

Cheers guys! Yeah, details in terms of some wear and tear and dirt on the weapon.

+1 vote     media: Lightforce Assault Rifle Low Poly
rowan_moss
rowan_moss Nov 28 2012, 7:59pm says:

Cheers guys! Thanks for the crit and "watch" BakerCo :)

+1 vote     article: iCL - Weapon High Poly + Environment Update
rowan_moss
rowan_moss Nov 19 2012, 7:19pm says:

This is awesome, amazing work :)

+1 vote     media: Low Poly Zeuss Electroprojection Rifle.
rowan_moss
rowan_moss Oct 30 2012, 2:16pm says:

Thanks for the feedback guys!

bensimms: We are trying to push the RPG elements with levelling up actually affecting the characters core statistics (and being able to choose where they go). I really like the idea of looting though, and will definitely put some thought into something like that!

SinKing: Thanks for the crit, the normal map is working up there, but I guess its not popping enough for the time being. The triangle part of the roof is leaning towards a modernised ancient egyptian architecture, which I like! You might be right about the columns, I will pass on the feedback to the artist working on the scene. The winery scene (as mentioned above) is not the interior of that building, but another building completely that I am personally working on.

Really interesting, the mag choices from people all over facebook etc are completely spread out amongst the three, really interested in what everyone else thinks!

+3 votes     article: iCL Dev News - Weapon Concepts and new Environment Work!
rowan_moss
rowan_moss May 18 2012, 1:28pm replied:

Heh, I was confused as to what you were referring to, I will attempt to look into it :)

Thanks for the feedback and advice, it is gratefully received.

+2 votes     article: iCL - Final Sioux Character Sculpt & Theme (music)
rowan_moss
rowan_moss Mar 14 2012, 10:09am replied:

Well it's a wonderful looking engine with impressive graphical qualities, simple to set up FPS games, good licensing system for Indie companies, well supported with documentation and a large base of experienced developers. I could probably keep going :P

+10 votes     game: International Combat League (iCL)
rowan_moss
rowan_moss Mar 3 2012, 5:22pm says:

In Z-Brush, the best possible workflow is to add as much detail per subdivision as possible before going up to the next. This is very early on in the process, so has probably only been divided once or twice. Of course the final polycount for the Hi-Poly is going to be much higher to reflect further detailing.

+4 votes     article: iCL Development Update!
rowan_moss
rowan_moss Feb 29 2012, 10:44am says:

Feedback encouraged!!

+1 vote     media: Character Lineup
rowan_moss
rowan_moss Feb 16 2012, 7:17pm replied:

hehe, never played, link me!

+1 vote     article: Progress has been made!
rowan_moss
rowan_moss Feb 13 2012, 7:49am says:

Thanks for the watch!

+1 vote     member: m0nster
rowan_moss
rowan_moss Feb 13 2012, 7:47am says:

Cheers for watching iCL!!!

+1 vote     member: Netsabes
rowan_moss
rowan_moss Feb 10 2012, 8:53am replied:

well, it's a multiplayer fps with classes... thought people might be interested :)

+3 votes     article: Progress has been made!
rowan_moss
rowan_moss Feb 6 2012, 6:02pm replied:

I imagine thats the turbosmoothed high poly in Max, not an in-engine screenie. Still sweet though!

+2 votes     media: Crate WIP Render
rowan_moss
rowan_moss Jan 11 2012, 10:09am says:

Incredible, good job!

+1 vote     media: Warriors Nightmare
rowan_moss
rowan_moss Dec 17 2011, 1:52pm replied:

ha cheers :)

+1 vote     media: Sioux Full Body Concepts
rowan_moss
rowan_moss Dec 10 2011, 7:59am says:

just as a heads up - when showcasing 3D, it is best not to use a black background - middlish grey is usually best!

+1 vote     media: Renders/Screenshots
rowan_moss
rowan_moss Dec 9 2011, 7:42pm says:

Emailed!

+1 vote     member: JonBjork
rowan_moss
rowan_moss Dec 9 2011, 7:37am says:

this is hot.

+2 votes     media: Warehouse Level
rowan_moss
rowan_moss Dec 8 2011, 3:57pm says:

very nice - where do you source your textures from? the wood in that is niiiiiiice

+1 vote     media: wall_2
rowan_moss
rowan_moss Dec 8 2011, 3:11pm replied:

apart from the black and white photo placed the background outside

+1 vote     media: Good
rowan_moss
rowan_moss Dec 8 2011, 3:07pm says:

actually a sick stone :P polycount?

+1 vote     media: wat
rowan_moss
rowan_moss Dec 8 2011, 2:58pm says:

great tutorial - thanks

+2 votes     article: Photoshop: Bringing balance to a texture
rowan_moss
rowan_moss Dec 7 2011, 1:24pm says:

Hi Jon,

Normally I wouldn't have messaged you as we are so early on in development its unreal, but I listened to some of your music on soundcloud and its absolutely amazing. I did A-level music and achieved grade 8 saxophone and I can almost always find things I don't like in a piece by a lot of the composers who come onto MODDB, but I can't find fault in yours at all.

I am the co-producer and lead artist of a fledgling games studio, Mosswood Games. We are in the very early stages of developing an indie FPS game in UDK called International Combat League. At the team is very small at 3 members. All three of us graduated from Staffordshire University this year. Myself in Computer Games Design (www.rowanmoss.co.uk, Nick, our exec producer, graduated in Online Multiplayer Games Design and our concept artist, Emma, in Computer Games Concept Design (http://www.ema-woollard.blogspot.com/).

All we would require a few tracks, for the main menu, and maybe a few short action tracks for when a player joins a game, and maybe a nondescript looping ambient menu bit for when players are setting up class etc. The idea of the game is that its a spectator sport, with thousands of people in stands watching you shoot people, so it could go from anywhere between wrestling music and Tragic Hero 7! :P

It is a strange time to join a group for a composer, but we are a team dedicated to releasing this game, and it could be a good opportunity for you.

I look forward to your response,
- Rowan

+1 vote     member: JonBjork
rowan_moss
rowan_moss Dec 7 2011, 12:59pm says:

nice mood!

+3 votes     media: Images
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