HOME | DD | Gallery | Favourites | RSS
| Knale
# Statistics
Favourites: 10; Deviations: 70; Watchers: 24
Watching: 8; Pageviews: 9273; Comments Made: 344; Friends: 8
# Interests
Favorite visual artist: Dont really have oneFavorite movies: Shawshank Redemption, Primer, Master and Commander
Favorite bands / musical artists: Too many to name, but lots.
Favorite games: Mass Effect 2
Favorite gaming platform: PC
Tools of the Trade: Maya 2011
Other Interests: 3d art, mountain biking, ultimate frisbee, reading.
# About me
Current Residence: Salem, ORFavourite genre of music: Electronica, Glitch Hop, Trip Hop, Instrumental Hip Hop, Rock, Classical
Favourite style of art: 3D Art
Operating System: Windows 7
MP3 player of choice: Zune HD
Wallpaper of choice: rotation
Skin of choice: the one that keeps my innards from spilling on to the floor.
Favourite cartoon character: Calvin
Personal Quote: =
# Comments
Comments: 32
Cisco92 [2007-08-06 14:30:50 +0000 UTC]
haha sry, i confused myself, i accually live in south eastern Ma., Freetown to be exact, but i have lived in Boston
👍: 0 ⏩: 0
Cisco92 [2007-08-03 00:58:28 +0000 UTC]
haha i love Boston, your lightwave work is amazing, im currently trying to learn the program
👍: 0 ⏩: 0
TheY2T [2007-05-16 03:44:51 +0000 UTC]
hey knale, in reply to what you asked in my journal. The 1024 texture you're referring to is whats known as a 'heightmap.' You know when you're playing WoW or BF2 or games similar to that, and you're traversing through a world where the terrain around you looks really good? Yep, thats what mine is, although it is quite small.. And elaborating on what a frustum is: "In 3D computer graphics, the viewing frustum or view frustum is the region of space in the modeled world that may appear on the screen; it is the field of view of the notional camera. The exact shape of this region varies depending on what kind of camera lens is being simulated, but typically it is a frustum of a rectangular pyramid. The planes that cut the frustum perpendicular to the viewing direction are called the near plane and the far plane. Objects closer to the camera than the near plane or beyond the far plane are not drawn. Often, the far plane is placed infinitely far away from the camera so all objects within the frustum are drawn regardless of their distance from the camera." - (Wikipedia, 2007)
My game engine is going to be something like the "Torque" game engine. Google it if you want more info. But its mainly going to be related to 3d graphics for now, the rest will come later.
Hope that helps, the games industry is really competitive, when or if you get in Uni (or perhaps you already have) look for Uni's which support games or media development specific for the games industry. If they have it where I'm at in the world, I'm sure they'll have it where you are =] Good luck and keep improving!
👍: 0 ⏩: 0
TheY2T [2007-02-13 08:07:25 +0000 UTC]
hey knale, sorry i've been completely non responsive to your requests, too busy with other things and i tend to forget these things fast! lol.
Your car was only a simple screenshot in the ending credits of my animation. I'll show you the ending, the rest of the animation is a painstakingly V boring talk about PERT & CPM (Tools used by project managers... ugghh). So i've uploaded it to my site, and here it is!
Ending credits....
(note: i made the entire thing within 1 night, all 10 mins of that shitty presentation rofl)
P.S. Oh yea, check out my CSS highlights movie! Y2T's CSS Highlights
👍: 0 ⏩: 0
mattmillsart [2006-12-31 23:32:27 +0000 UTC]
just stopping by to wish you a happy new year!
matt.
👍: 0 ⏩: 0
DannyLad [2006-10-11 01:12:49 +0000 UTC]
Hey mate got some nice work here
+Watch for you sir.
👍: 0 ⏩: 0
Hasselstrom [2006-09-21 10:17:11 +0000 UTC]
Thanks man! You got some neat stuff yourself. What program do you use?
👍: 0 ⏩: 0
Chesire1984 [2006-08-29 19:57:14 +0000 UTC]
You've got some cool models goin on here!!
keep it up!
👍: 0 ⏩: 0
mattmillsart [2006-08-23 17:52:01 +0000 UTC]
hey, thanks for adding me to your friends list.
👍: 0 ⏩: 0
NiCKSAUCE [2006-08-09 22:05:57 +0000 UTC]
i start with applyin a blinn material, and the goin into mental ray materials and adding dielectric material to it ( or L_Glass ) then i turn on final gather and render out the scene, good luck
👍: 0 ⏩: 0
Knale In reply to Marauder6272 [2006-07-04 20:15:46 +0000 UTC]
np, I got great inspiration from that model and i was wondering how u textured your gulskar model. If u look at this [link] im really happy with the modelling but my shading is kinda crap. I also have to rig . Thats going to be fun. Nice work
👍: 0 ⏩: 1
Marauder6272 In reply to Knale [2006-07-05 13:39:39 +0000 UTC]
That model's cool! The lighting's a little blown out, but I'm sure you weren't too concerned with that for now.
Heh, I actually took the easy way out with texturing Gulskar, cause I'm lazy. I'm still kinda fuzzy on how Maya's texturing works (I only studied it for about a month, then lost interest), but in Lightwave all I did was make one huge UV map of the entire model and baked on a radiosity render.
I doubt that helps much, but I'm sure there's probably some way to do that in Maya...
Ugh...rigging...that's a four letter word as far as I'm concerned...
👍: 0 ⏩: 0
Knale In reply to x-seraphin [2006-06-21 01:44:08 +0000 UTC]
np, i love that broken piece of cement behind the aliens. Still nice job.
👍: 0 ⏩: 1
x-seraphin In reply to Knale [2006-06-21 10:22:50 +0000 UTC]
👍: 0 ⏩: 0
jujimufu [2006-03-19 17:00:21 +0000 UTC]
Hey there! Welcome to ! If you ever need anything, help, comments, suggestions, anything, feel free to send me a note (click here: [link] ) or check the Help Desk . Have a nice time here in dA, and take care!
=jujimufu
👍: 0 ⏩: 0
miniLoeffel [2006-03-19 16:46:21 +0000 UTC]
Hello!
Welcome at DeviantART
If you have any questions, ask me, i'll try to help you!
👍: 0 ⏩: 0