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Posts by penE

  • Gravity

    • penE
    • October 8, 2013 at 9:27 PM

    Just saw it in a cinema in Frankfurt. What an amazing movie. Some shots gave me such a hard boner .

  • Battlefield 4

    • penE
    • October 7, 2013 at 4:38 PM

    Mh, seem like the guy in the video has the same issues with the fog in the distance as I have.

  • Richard Malinar env art portfolio, need feedback :)

    • penE
    • October 3, 2013 at 8:48 PM
    Quote from seir

    That incomplete UDK scene  


    Yeah, it looked so primising , such sweet assets too :(

  • The random model thread!

    • penE
    • October 2, 2013 at 4:13 PM

    Doing some more corridors


    [Blocked Image: http://i.imgur.com/nTL1RVc.jpg]


    [Blocked Image: http://i.imgur.com/23WnfBw.jpg]

  • The random model thread!

    • penE
    • September 23, 2013 at 8:20 PM
    Quote from Minos

    Nice progress! You could try to make some bigger pieces too to avoid having everything look like it belongs to a grid. Try some curved pieces, pillars, super long pieces etc, anything to break teh walls up =)


    Sounds good

  • The random model thread!

    • penE
    • September 23, 2013 at 3:39 PM

    Playing around some more . Gonna turn this into a pod hotel:


    [Blocked Image: http://i.imgur.com/CHIE4xY.jpg]


    [Blocked Image: http://i.imgur.com/LdWkxAm.jpg]

  • The random model thread!

    • penE
    • September 21, 2013 at 1:22 PM
    Quote from PyroGXPilot

    can you show diffuse/norm/spec penE


    I'm not really using a diffuse for the materials .


    [Blocked Image: http://i.imgur.com/oWFqnj0.jpg]


    Instead I multiply the red channel of this texture with the vertex colors of the mesh and use the alpha to mask out the dirt, which I then can give a seperate color in the material.


    Blue Channel is Spec, green glossiness, but they probably still could use some work.

    So yeah, the combination of all that looks somewhat like this:


    [Blocked Image: http://i.imgur.com/ZLBLYs2.jpg]


    Normal:

    [Blocked Image: http://i.imgur.com/pudFAhI.jpg]


    So that's the trim sheet I'm using all over the place. Using the same technique for a wall texture and the floor.

  • The random model thread!

    • penE
    • September 20, 2013 at 10:35 AM
    Quote from kikette

    I love your style. Your colors are always very original... It's hard to describe but it creates a nice effect !


    Thx, means a lot to me coming from you .

  • Counter-Strike: Global Offensive

    • penE
    • September 20, 2013 at 10:32 AM

    Hahaha, so good! Grats to everyone else, hugely deserved .

  • The random model thread!

    • penE
    • September 20, 2013 at 12:37 AM

    Really nice Steppenwolf!


    Was inspired a bit by mino's tutorial on modularity and wanted to goof around. So hurray, generic sci fi corridor:


    [Blocked Image: http://i.imgur.com/w1stjsg.jpg]


    [Blocked Image: http://i.imgur.com/9SKG2ao.jpg]


    Would love to turn it into a proper scene and to give the place some more story/history.

  • The random model thread!

    • penE
    • September 10, 2013 at 3:45 PM
    Quote from Rick_D

    i think he wants the models?


    sharing is caring

    Oh heh, lack of sleep .

    There you go moroes, feel free to use them wherever you want:


    http://lenzmonath.com/csgo.rar

  • The random model thread!

    • penE
    • September 10, 2013 at 1:20 PM
    Quote from moroes

    @ penE : where can we grab them ?

    thats the link to the workshop page: http://steamcommunity.com/sharedfiles/fi…s/?id=171336276

  • The random model thread!

    • penE
    • September 9, 2013 at 10:15 PM
    Quote from blackdog

    Very nice, as the others said. I too think bottom part a bit too clean.

    Btw I noticed the ladder, modeling it like this changes the way players will climb on top, the one here for eg, in the official maps you climb on the side facing the wall as far as I can remember.

    But if requested...

    Yeah, already changed that for the map version that's in the workshop, looks better now.

    I think volcano wanted the map to play more like the version in 1.6, so .... boxy bogies and ladders in the back

    [Blocked Image: http://static2.cs-bg.net/maps/images/screenshots/maps16/de/cs-232-de_train.jpg]

  • Watch Dogs

    • penE
    • September 5, 2013 at 11:36 PM
    Quote from Thrik

    This game is weird, the more I see the less impressed I am. Is it just me or are the graphics getting less compelling too? When first unveiled it looked truly next-gen, now... not so much. Maybe it's just because I've been watching so many incredible-looking next-gen videos.

    Someone with the same thoughts

  • The random model thread!

    • penE
    • September 4, 2013 at 9:09 PM

    Played around with the textures some more and added a bit more visual noise to them. I think they look more ground into the environment now , but I'm not sure:


    [Blocked Image: http://i.imgur.com/AhJXSA5.jpg]


    [Blocked Image: http://i.imgur.com/vgPHb0f.jpg]


    [Blocked Image: http://i.imgur.com/jZugXPP.jpg]

  • The random model thread!

    • penE
    • September 3, 2013 at 5:18 PM

    Visually it's pretty much the same as the official one, apart from the wagons and some small changes here and there:


    [Blocked Image: http://i.imgur.com/D1cEaKY.jpg]

  • The random model thread!

    • penE
    • September 2, 2013 at 4:59 PM

    mh, is it the style of the texture?, or the type of wagon? Now I'm not sure anymore too .


    I was told that the bogies had to be kinda boxy and that you can't look through them at any point for gameplay. But yeah, I guess it's too much, could try to break it up a bit more while keeping the silhouette.

  • The random model thread!

    • penE
    • September 2, 2013 at 3:44 PM

    Been working on a bunch of train models. They are for an improved version of de_train that's quite popular on the workshop, made by Volcano. (http://steamcommunity.com/sharedfiles/fi…s/?id=171336276)


    [Blocked Image: http://i.imgur.com/w5mlQF0.jpg]


    [Blocked Image: http://i.imgur.com/lLzT9UK.jpg]


    Flats:

    [Blocked Image: http://i.imgur.com/TW1t1PY.jpg]


    [Blocked Image: http://i.imgur.com/xxeRhcf.jpg]


    Ingame:


    [Blocked Image: http://i.imgur.com/zpfzm0y.jpg]


    Also made a green, white and blue skin for the wagon:


    [Blocked Image: http://i.imgur.com/jBExbJa.jpg]


    The new version of the map together with the new train cars will probably in the workshop tonight.

  • CS_AGENCY

    • penE
    • September 2, 2013 at 11:00 AM

    Loving it

  • DE_CACHE (new version)

    • penE
    • July 26, 2013 at 1:59 PM

    Some of the stuff I did on cache :


    Some of the textures:

    In total there are 76 new textures being used in the final map . I tried to match the look very closely to the existing cs:go content.

    [Blocked Image: http://i.imgur.com/NXusw7T.jpg]

    [Blocked Image: http://i.imgur.com/BHcMsRp.jpg]

    [Blocked Image: http://i.imgur.com/FN0r525.jpg]

    [Blocked Image: http://i.imgur.com/JPwU1Gb.jpg]

    [Blocked Image: http://i.imgur.com/VLDTlI4.jpg]

    [Blocked Image: http://i.imgur.com/NWupMlr.jpg]


    [Blocked Image: http://i.imgur.com/jJapLAU.jpg]


    Some props:

    [Blocked Image: http://i.imgur.com/SmeVEmp.jpg]

    And props for the skybox.

    [Blocked Image: http://i.imgur.com/2PkGTu6.jpg]


    I had to work extremely fast and efficient on these ones, as I had only something like two weeks to do it all, while it was the end of the term at university (with a lot of presentations, examns and all that). Still, it has been a lot of fun and I'm very proud of the output and the general map feels fantastic to walk in.

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