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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 159)
DeviantGerman
DeviantGerman - - 159 comments @ Dusk study

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ Clouds and environment concept

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ Weapons!

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ " Her name is Beatrix "

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ God damn props

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ MP412 REX

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ Naluri and Her Big Bertha

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.

Good karma+3 votes
DeviantGerman
DeviantGerman - - 159 comments @ SVD Dragunov

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

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ Alchemy

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ Keltec KSG

Odd double post for some reason...

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ Keltec KSG

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ SVD Dragunov

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.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ Naluri and Her Panda Plushie

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ AI work?

Just wait till my artwork is in there gents.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ First Aid Med Kit

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ Neon Trees

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ MP412 REX

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

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ MP412 REX

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ First Aid Med Kit

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ Augustine: Despondent

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

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ Warhammer 40,000 Imperial Guard Tanks

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ RoundCountest's Model

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ 3D Artists Group

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.

Good karma+3 votes
DeviantGerman
DeviantGerman - - 159 comments @ 3D Artists Group

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.

Good karma+3 votes
DeviantGerman
DeviantGerman - - 159 comments @ Nosferatu

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ M99 Barrett

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.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ 3D Artists Group

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.

Good karma+3 votes
DeviantGerman
DeviantGerman - - 159 comments @ DeviantGerman

BGE. I am a single person, and no good as a programmer, but I do know Python fairly well and there are quite a few assets out there to help with doing Python stuff for the BGE. So it is basically the only route I have to make a game by myself. But I'm entering it with realistic expectations. I'm not expecting to have a full fledged market ready game out of the BGE, as I feel it really can't stand up against other engines in a PC capacity but it is good for getting the idea across if you wish to pitch it to a company. That being said, I will be making it to the best of my abilities to make it as polished as I can.

Good karma+1 vote
DeviantGerman
DeviantGerman - - 159 comments @ Blenderheads

For those interested, my 4 week modeling self-challenge will be kicking off again tomorrow. I am desperately looking for people to throw up ideas on what I should model for the next 4 week's. So, if you have an idea feel free to hop on over to my Call for Content thread here: Moddb.com and leave a comment of your idea.

Good karma+2 votes
DeviantGerman
DeviantGerman - - 159 comments @ 3D Artists Group

For those interested, my 4 week modeling self-challenge will be kicking off again tomorrow. I am desperately looking for people to throw up ideas on what I should model for the next 4 week's. So, if you have an idea feel free to hop on over to my Call for Content thread here: Moddb.com and leave a comment of your idea.

Good karma+2 votes