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  2. AdamBrome

Posts by AdamBrome

  • A home project that's personal to me...

    • AdamBrome
    • October 1, 2007 at 8:25 AM

    Hey guys, sorry I'm a bit late in a response. I haven't had a very open schedule open lately to do much work on this. It's completely unwrapped, but I can't texture it for another few days.

    There was no type of game decided when doing these screenshots. And, as an environment artist, I wanted to focus on the scene and not the character. I'm simply providing a made-up backstory.

    Cyanide - as far as I was thinking, with Ben's 'character' within the FT 'universe', anything is possible. I'm not forgetting to elaborate on Mo, and the other characters, I'm just focusing on the main one for now Thanks though. Hopefully in the end you'll come to like it as theres a few surprises still planned to sell this as a fake sequel.

    I'll post more later on once I have something to show.

  • Handheld environment: SKATE RASCALS

    • AdamBrome
    • August 26, 2007 at 3:55 AM

    Hmm - I disagree. It's totally skateable. In real-life? Of course not, but its a faux PSP title that wouldn't rely on real-life physics to make it fun (see: TonyHawk games).

    If I get a chance over the weekend I will see about some flats. I have a few projects on the go right now though :\

    thx for the comments guys

  • CALLING ALL ENVIRONMENT ARTISTS!

    • AdamBrome
    • August 14, 2007 at 9:40 PM
    Quote from Psycho

    All these titles are pretty vague imo.

    Agreed, they are insanely vague.

    Whether you call yourself a prop artist, level artist, set dresser, or whatever it may be that your title is your role is to the environment. And a successful one isn't a bare hallway with a tipped over oil drum. It's a single frame that shows history. That shows a past. There's a story in it, and its up to US - the "environment artist" - to make sure its told successfully.

  • CALLING ALL ENVIRONMENT ARTISTS!

    • AdamBrome
    • August 14, 2007 at 9:31 PM
    Quote from Zacker

    It's called a level designer. Env artists should just take care of the props and then the level designer will take of placing them so they make sense and tell a story, thank you.

    Judging by your portfolio you could use an artists eye when trying to tell a story.

    And with that, I'm not sure if you get what the point of the article is. It's not to make a generic hydrant, or crate, its to give it history. And to read something so naive as to think any Joe level designer can simply art up a map and use the assets PROPERLY (key word here) is surprising. Like the article said, part of the environment artist role is to work WITH a level designer and make sure that the proper story is told.

    I'm really surprised by your reply, especially if you're a professional. And I'd hate to work with someone that has your mentality. Every single designer - thats EVERY. SINGLE. DESIGNER. - I work with works with the environment artist to make sure the overall story is told. It's no one specific departments job.

    I don't mean to come off on the defense, but I really want to make sure that those who read the article I wrote truly get what the point is. And so far, from all the feedback I've gotten, you're the first to feel there's no relation between the roles and it shows in your work.

  • CALLING ALL ENVIRONMENT ARTISTS!

    • AdamBrome
    • August 13, 2007 at 8:19 AM

    Hey guys,

    I wrote up a small article for my blog on the importance of story telling as an environment artist. It's been something I have been 'preaching' now for a while and I finally put all my thoughts down in writing.

    The last couple of weeks my inbox has gotten an influx of e-mails asking for critiques and every one I replied to got the usual critiques on their mesh and this one important suggestion: Expand, tell a story.

    I tried to write it for aspiring & new artists, but would love to read input from all likes of game artists.

    Check it out!

    Environment Artist: The Story Teller

    Thanks everyone!

  • A home project that's personal to me...

    • AdamBrome
    • August 10, 2007 at 5:39 PM

    Starting to put some thought in to the final composition of the camera in relation to the scene. The mountains in the background are temporary. They were created to fill in the space in the bg so I can get a better understanding as to how the final shot will play out.

    [Blocked Image: http://www.adambromell.com/crap/ft_wip04.jpg]

  • A home project that's personal to me...

    • AdamBrome
    • July 31, 2007 at 1:19 PM

    No spoilers here my man Everything written on the pictures is for my the environments story, not the original titles

    Play on!

  • A home project that's personal to me...

    • AdamBrome
    • July 31, 2007 at 7:40 AM

    Here's a couple more for you guys. This is all I can do until about the 8th when I am back from vacation.

    I'll let those who're fans of the original game point out the couple of items from it that I've thrown in to this piece. I'm planning on including a few obvious elements from the original title in this piece, but this is all I managed to throw in there.

    And thanks for the kind words everyone. I'm glad there's a fan base out there for this game. As I said its one of my all time favourites so I really want to push for story telling in this piece. I hope you guys enjoy it!

    [Blocked Image: http://www.adambromell.com/crap/ft_wip02.jpg]

    [Blocked Image: http://www.adambromell.com/crap/ft_wip03.jpg]

  • A home project that's personal to me...

    • AdamBrome
    • July 27, 2007 at 4:57 PM

    Hey everyone,

    I've started my next home project and its one that I will probably hold to myself a lot closer than the others. Growing up I was a huge fan of action-adventure games, primarily of the LucasArt's sort. One of my all time favourite games, is Full Throttle.

    I thought it'd be fun to picture Ben (main character) and where he is now, some 14 years after the story/adventure took place.

    My back story for this piece is that Ben left the Polecats a long time ago and is now a washed-up biker who hardly rides any more. He prefers to keep to himself, spying on the wide world from the confines of his secluded residence, somewhere off Highway 9.

    Those who were fans of the game, much like I am, should see a lot of subtle 'nods' to the game in this piece when I'm finished.

    My references come from here, and here.

    The WIP shot:

    [Blocked Image: http://www.adambromell.com/crap/ft_wip01.jpg]

  • Handheld environment: SKATE RASCALS

    • AdamBrome
    • July 10, 2007 at 3:58 PM

    This level was made in vein of Tony Hawk - where every surface imaginable is skateable! And really, its a fun little doesn't-need-to-make sense game where logic was thrown out the window before I even placed the first quad.

    Flow though, I some what agree in that it could have been more properly planned. I can still look at the pics though and imagine the little dude rippin' around on this thing.

    Ah and thanks, glad you liked it.

  • Handheld environment: SKATE RASCALS

    • AdamBrome
    • July 10, 2007 at 9:20 AM

    This was originally suppose to be an entry for PolyCount's 35th challenge but I never made it in time. I was busy with other stuff and such.

    Anyhoo, here's a brief re-cap for idea behind the environment then I'll roll in to the pictures.

    What is 'Skate Rascals'?: Skate Rascal's is a hand-held skate boarding game made in vein of the Tony Hawk series. The story behind it is theres a group of 3 or 4 skaters (the 'rascals') that will only skate on hard-to-reach, very exclusive, and probably illegal locations. It is up to the gamer to successfully navigate past all the obstacles on the way to the skate park and once there "pull the sickest tricks imaginable!".

    Each map would load with an animation of the player finally breaking in to the location (as seen in the first screenshot).

    More technical info down below, after the screenshots.

    ROOFTOP SHENANIGANS!!

    [Blocked Image: http://www.adambromell.com/models/images/handheld_skatepark_01.jpg]

    [Blocked Image: http://www.adambromell.com/models/images/handheld_skatepark_02.jpg]

    [Blocked Image: http://www.adambromell.com/models/images/handheld_skatepark_03.jpg]

    [Blocked Image: http://www.adambromell.com/models/images/handheld_skatepark_04.jpg]

    -Originally made for a Polycount.com challenge.

    -my first go at low-poly environment art/design

    -Only a couple items are 1-off assets, everything else is based on modular design

    -The rules were to create skate park or race track, 5000-6000 triangles and no more than 1024x1024 texture space

    -I'm not entirely sure if I can get away with such a thing on a handheld. The limits were quite high so I designed the environment assuming it would be for a handheld.

    -I just picked the PSP, it wasn't apart of the requirements of the challenge. It has a wide-screen ration, which I enjoy using in my final renders.

    -diffuse, colour, spec, normal, environment map, ao/lightmap

    -no post

    *phew*

    I'm glad to be done this, my home PC is ready to die on me.

    I enjoyed worked on this a lot. Thanks to those who helped with with lighting, Vahl especially - thanks Frencho.

  • WEAPON SHOP

    • AdamBrome
    • June 3, 2007 at 8:39 PM

    I like the blue. Wasn't going for any sort of natural lighting in any of my test renders. Exaggerated lighting was my goal on both ends (night and day). My WIP thread has some tests in there.

    Thanks though

  • WEAPON SHOP

    • AdamBrome
    • June 3, 2007 at 10:36 AM

    Didn't quite go 'exactly' with the paint over above, but referenced it often.

    Wire shots tomorrow.

    [Blocked Image: http://www.adambromell.com/models/images/weaponshop_2b.jpg]

  • WEAPON SHOP

    • AdamBrome
    • June 1, 2007 at 10:21 AM

    Done! It's late (2:30 in the morning ) so for now I'm just posting this picture - I'll follow up over the weekend with the rest of the goods, including closer angles to make good use of the large textures.

    HIGH RES VERSION

    [Blocked Image: http://www.adambromell.com/models/images/weaponshop_1b.jpg]

    In hind-sight I chose the backdrop image rather quickly and should have at LEAST flipped it so that the clouds were catching the orange lighting from the top. And the ground itself could have used more attention, but really this piece was about the shop so I'm too worried about it.

    I'm going to try and take a break for a while to finish up something else I'm working on that is NOT a portfolio addition but am anxious to show everyone.

    However, if I do decide do another project I'm thinking this:

    [image]http://www.adambromell.com/crap/next.jpg[/image]

    One thing worth noting is almost all texture photo sourcing was taken from CGTextures.com. Big thanks to Marcel for having that site around.

  • Congrats to Dark... another Threewave'r

    • AdamBrome
    • May 30, 2007 at 10:15 PM

    Finally got that foot in the door. Congrats on getting in...

    ...BUNT.

  • idiots arguing

    • AdamBrome
    • May 13, 2007 at 7:13 PM

    Bitmap, if you'd like to keep the gun as you have it now - which is fairly close to those references - then I suggest you lower that texture resolution. It'll look the same. Keep it high if you plan on using that space to its fullest by adding in interesting details.

  • idiots arguing

    • AdamBrome
    • May 13, 2007 at 9:43 AM

    EDIT: Why is this thread titled 'idiots arguing'? Difference of opinion without actual belittlement hardly makes those involved idiots. Surely it wasn't the mods that renamed the title of this thread? Let's give Bitmap some respect and keep things on track here. This is a community of artists and designers after all and without a difference of opinion all of our work would be the same and no one would be able to help anyone else.

    Original reply before I realized the ridiculous thread title:

    Well, you guys noticed his high-res textures and ran with it: I'll give you that.

    How about we actually look at his work and forget about what size is better?

    My friend, Bitmap, using 2048x1024 is texture space is completely fine IF (!!!) you are going to utilize this large space to its fullest. In the case of this gun, I do not think you have. For a gun such as this that may have seen a lot of action it should be a considerable amount more worn.

    Things to consider:

    • Hand placement. You're not going to want to have the areas of the gun where the hands touch it constantly (re: the handle) be as dirty or used as the rest of the gun. Typically those areas remain smooth as any dirt that is on there is removed by your hand.

      I'd also think about lighting up the colours around there and increasing its specularity: The paint won't be nearly as shiny as the metal underneath that'd be revealed from constant usage.

      Dried paint. This is a paintball gun after all. Visually, this gun would be a lot more interesting to look at if it had random colours of paint here and there that are either thin surface marks or thick caked in areas.

      Proper surface details. Right now I barely see any indication as to what this gun would be made out of. Is it metal? Plastic? Rubber? Goo? What is is? You've got basic flat colours on top of basic flat colours with no real surface information.

  • The Weapon Shop

    • AdamBrome
    • May 9, 2007 at 4:51 PM

    Small on purpose - consider it more for its colour values overall than its details on the specifics. Thanks to both of you for the comments

  • The Weapon Shop

    • AdamBrome
    • May 9, 2007 at 5:31 AM

    variation of the one above, done with the help of my AD,

    [Blocked Image: http://www.adambromell.com/crap/weaponshop_lighttest01b.jpg]

  • The Weapon Shop

    • AdamBrome
    • May 7, 2007 at 9:14 PM

    Thanks everyone - unfortunately theres no high res. Nor did I save the native PSD. This was quite literally a quick test and comp job I did to see if I'd like to go this route. The next one I do though (tonight) I'll be sure to save the comp job for you guys to see the difference from render to final.

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