farnsworthreal friends still the best track :)
famousssssssss
Account Details | |
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SteamID64 | 76561198062501955 |
SteamID3 | [U:1:102236227] |
SteamID32 | STEAM_0:1:51118113 |
Country | Canada |
Signed Up | August 28, 2015 |
Last Posted | August 5, 2018 at 8:09 PM |
Posts | 287 (0.1 per day) |
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farnsworthreal friends still the best track :)
famousssssssss
“I feel like me and Taylor might still have sex / Why? I made that bitch famous.” lololololololololol what a god
Brenhttps://pbs.twimg.com/media/CbGzN07WcAAejfo.jpg
It’s Chance's fault the album not out yet… he really wanted Waves on that Bitch… we in the lab now...
its out and its lit
famous, feedback, highlights, waves, real friends, 30hrs, no more parties are stand out for me
should i even be surprised? the dudes a living god
aim-its just blocking me and i cant do anything about it please just help me
wait for WAVES
uberchainYour composition's pretty good. Try more background scene-building; even if you've got a nice DOF, sometimes adding more than the dude & the dude's loadout helps. Granted with loadout posters it makes sense but I really like that Spy poster where there's a Sniper and a Spy running in the background, that sort of makes it feel balanced in the sense of there is life other than the dude & the dude's loadout. Like crates, barrels, a dumptruck, more dead people - experiment around with that.
This was my early work when I started in 2013.
This is some of the most recent stuff that I've done now.
I've got more hours in SFM than I do TF2, clocking in at 4400+ and still adding hours as I type this. I relied a lot on Photoshop when I first got started because a) I didn't know SFM's UI at all and b) would have been a shame to waste the Visual Communications ACA for PS CS6 that I just graduated with. Did not learn about adjusting FOV or importing the stock animations until like a year later, and there's still things I'm learning about SFM to this day. (Like I just learned during Tip of the Hats that you could go first-person with the lights I do not pay attention or watch enough tutorials.) Eventually Photoshop stopped being as big of a crutch as it was, I've begun using it sparingly for super-imposing & post-processing after I became familiar with shit like material override strings.
Within SFM, some easy eye-candy tricks I like using that other people use are tilted cameras, DOF, rimlights & volumetric lights. Post-processing in Photoshop, I usually tend to toss on a soft filter with subtle diffuse glow, then a levels contrast boost & a subtle vignette. Sometimes I'll fiddle with selective colour or saturation/vibrance. A very miniscule amount of surface blur does wonders for all the grainy stuff (though it kills some fine facial details every now and then).
Sometimes a lot of post-processing goes into non-TF2 shit. Here's some Overwatch, Frozen & Mirror's Edge renders I did with my Before & After processes.
I collect a lot of models and props to jerry-rig together or reskin, so a couple of people have called me SFM's Dr. Frankenstein. Otherwise, I want to make things that I want to see, that I think people want to see more of, or don't want to see at all. If it doesn't exist and I want it to exist, that means I have to make it. That's probably one of the reasons that I wanted to do promotion for competitive TF2 once I had a taste of what competitive TF2 was.
Your work is amazing! Its pretty evident how much time and work you've put in and I only dream to get to the point you're at...
hoolii superliked her wish me luck boys
slide in
uberstrike on the mac
just the usual fire
niveriwhats the point of a monitor so large?
so you can see more?
jeffjeremy lin
BAHHAHAHAHAHAHAHAH