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  3. ElectroSheep

Posts by ElectroSheep

  • Bloodborne

    • ElectroSheep
    • September 17, 2015 at 10:22 PM

    I think some people are drinking blood or something like this...


    Is that "Twilight the game" ?

  • Bloodborne

    • ElectroSheep
    • September 17, 2015 at 2:57 PM

    Finally bought a PS4 2 weeks ago and started it. Loving it ! I don't understand a lot the story but nevermind, I beat the crap out of all those bosses :D

  • [CS:GO] de_highlands (WIP)

    • ElectroSheep
    • September 13, 2015 at 3:31 PM

    In 2 or 3 years maybe :D

  • [CS:GO] de_highlands (WIP)

    • ElectroSheep
    • September 13, 2015 at 12:35 PM

    Not a big update but still working on this :


    [Blocked Image: http://i.imgur.com/0aRg9ub.jpg][Blocked Image: http://i.imgur.com/fYflBAV.jpg][Blocked Image: http://i.imgur.com/1m1mQbf.jpg]

    [Blocked Image: http://i.imgur.com/80nZRkg.jpg][Blocked Image: http://i.imgur.com/JKN9OiV.jpg]

  • SunSpreadAngle doesn't work?

    • ElectroSheep
    • September 8, 2015 at 1:11 PM

    The shadow control only affect shadows from dynamic object. Better use for indoors stuff so don't use that.

  • SunSpreadAngle doesn't work?

    • ElectroSheep
    • September 8, 2015 at 8:56 AM

    The dynamic shadows will be sharp whatevere you use because you can't make them smooth or what, it's not how they work. But you can try without them, then test your spread angle with lightmapped shadow which are using the spread angle.

    use the env_cascade_lighting entity and put a very low distance (default is 400 I think)

    https://developer.valvesoftware.com/wiki/Env_cascade_lighting

  • Random dude to Level artist

    • ElectroSheep
    • August 26, 2015 at 11:10 AM

    Level Artist tasks really depends of the company itself. Imo, LA don't do models and textures, wich is the tasks of an Environment Artist, but build the levels from LD's sketch to final debugging.

    In some companies, LD and LA make the layout of the map together.

    You need to push the visual of your map, makes all the details and lighting (except if the company has Lighting Artist) but you also need to collaborate with Level Designers to make sure visual and gameplay go to the same direction and also make sure that LD's don't make crazy "unartable" things.

    It's also full of technical constraint, you are the one who need to check collisions, navigation, framerate, etc... as you are the guy who take cares of the map.

    I'm a level Artist and I'm a shitty texture and model maker (I means I have some great skills for a PS2 game :D) and also I can't draw a shit !!!

  • ITT: Post maps/scenes that never saw the light of the day.

    • ElectroSheep
    • August 14, 2015 at 5:31 PM

    I made a small map on 1.6 with some corridor from silent hill school. Then after a minute, the sirens were yelling and the map transform into rust, all with func brush too :D

  • [CS:GO] de_highlands (WIP)

    • ElectroSheep
    • July 26, 2015 at 5:02 PM

    I'm going to scotland for holidays the next 2 weeks, so I will take a lot of pictures to improve our visuals and textures :D

  • Doom (4)

    • ElectroSheep
    • July 26, 2015 at 12:32 PM

    Hell looks so good!

  • cs_future (update 7/24/2015)

    • ElectroSheep
    • July 25, 2015 at 10:33 PM

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

  • t-junction issues

    • ElectroSheep
    • July 23, 2015 at 10:39 PM

    Well on my experience, if you have made everything to counter t-junction overflow and you can't reduce the number of func details, it means that your map have too much func_details and a map too big.


    Looks like you've put optimization really far so I can't see another thing... :/

  • [CS:GO] de_highlands (WIP)

    • ElectroSheep
    • July 22, 2015 at 3:46 PM

    I don't know, we didn't think about it as there is an italian flag in cs_italy. Also they took marquis with a perfect reproduction of the tour eiffel wich is probably more iconic than the french flag :D

  • [CS:GO] de_highlands (WIP)

    • ElectroSheep
    • July 21, 2015 at 7:24 PM

    We will surely make progress but no battlefield 3 style for our map, sorry.

  • Counter-Strike: Global Offensive

    • ElectroSheep
    • July 21, 2015 at 10:06 AM

    Orange, fiber, big city.. :D

  • Counter-Strike: Global Offensive

    • ElectroSheep
    • July 21, 2015 at 9:46 AM

    I have less than 10 in almost all nothern west europe...


    Still bad at this game !

  • [CS:GO] de_highlands (WIP)

    • ElectroSheep
    • July 20, 2015 at 2:46 PM

    The size of this path can surprise at first but the map is as big as prodigy.

  • [WIP]Colombia

    • ElectroSheep
    • July 16, 2015 at 8:53 PM

    Assault of Uncooked Spaghetty !!!!

  • CSGO Map Compiling/Beginner Questions

    • ElectroSheep
    • June 26, 2015 at 5:51 PM
    Quote from 3Dnj

    You have to put VVIS on fast for a better optimization. When it's on fast, the partals are drawn but there is no visibility calculation between them. If you want to reduce the VVIS compilation time, you need to reduce the number of portal. 3500 seems a bit too many to me.


    For the decals, are you sure you are using decal ? this happen when you use textrure that are not made to be a decal.

    Someone retake this to me because I made a huge mistake, probably because I was tired or something. At the end you HAVE to use vvis on full for a better opti because in fast visibility calculation is not at it's best.

    But use FAST to test your leaves as in fast and full, leaf building is the same quality as far as I know.

  • Doom (4)

    • ElectroSheep
    • June 20, 2015 at 12:16 PM

    That's why I love Dark souls (fuck ya with your PS4 :D )

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