1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. The Vulture

Posts by The Vulture

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 6, 2012 at 8:49 AM

    Maybe they just have 3D artists for assets and level artists/designers for their levels?

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 5, 2012 at 8:09 PM
    Quote from knj

    I don't know for sure how it works in Crytek but as far as i see it, environment artist makes assets to populate a scene/level, and level artist or/and level designer puts the scene/level to life

    This is what I thought as well.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 5, 2012 at 3:39 PM
    Quote from Vilham

    Vulture, the role your thinking of is generally called Environment Artist.

    Nope.

    Sure, I've started doing 3D lately but it's not what I'm currently good at or what I want to work with. I mainly want to work with level beautification, which is what Level Artists do at Crytek Frankfurt as far as I know. I've been following HP's work and I think doing what he does would fit me perfectly. Searching for him on Google results in: "Helder Pinto | Level Artist Portfolio".

    @ PaulH: Cool! And thanks, best of luck to you too. (:

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 5, 2012 at 2:59 PM

    Aha, thanks for clarifying. Crytek is an awesome company and I hope to work for them in a couple of years as a level artist.

    When did you get your job?

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 5, 2012 at 2:47 PM

    They don't? Because I've seen job openings at the Frankfurt studio where they did split the jobs into Level Design and Level Art. Or what do you mean?

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • February 5, 2012 at 11:41 AM

    PaulH - What exactly are you doing at Crytek? Designer, as in Level Design? Level Art?

  • The random model thread!

    • The Vulture
    • February 4, 2012 at 2:55 AM

    An attempt at recreating a scene from Avatar. I know the textures aren't the same but the scene setup is pretty similar.

    [Blocked Image: http://i44.tinypic.com/15ojp11.jpg]

  • The random model thread!

    • The Vulture
    • January 9, 2012 at 4:25 PM
    Quote from AtsEst

    Not too shabby, but some thoughts that came into my head:The bump maps are generally too big, and strong, especially noticable on the walls. Almost the same on the floor and a bit on the ceiling.

    Also the floor would really benefit from a specular map.

    Some more glow to the light sources, at first I didn't realise where the light was goming from(also I see shadows under them). Lightig would do with a bit of tinkering.

    Do the plants have pots?

    Less specular on the rug(also is there an intended crease in the foreground? If so then good thinking, would like to seee it spread across the scene, but i guess it comes down to the lack of time ).

    - I agree, the bump maps turned out too strong, but it had to do. Took 3-4 hours to render and the assignment was due this morning.

    - The floor does have a spec map, but generally wood doesn't show that much specular highlights in such a poorly lit room. But yeah you are right, some more specularity would look nice.

    - I absolutely agree on this one, it's solely down to my lack of skill. I struggled at lot with getting the right glow off the lamps but ended up failing.

    - The plants do not have pots lol, just a lack of time thing.

    - Yeah it's an intended crease. I did have several but for some reason they screwed up the textures so I removed them and just used one. Probably could've solved it if I put some more time into it.

    Thanks you so much for great feedback man!

  • The random model thread!

    • The Vulture
    • January 9, 2012 at 7:34 AM

    Here's a 3 day panic job I did for an assignment in school. We had to come up with a motive ourselves, and I couldn't think of anything until 3 days ago, so I had to rush it (being a Maya beginner, these things take time for me). I'm pretty pleased with result despite everything being fairly low detail. Rendered with Mental Ray, retouched with Photoshop.

    (It's a hotel hallway for those who can't tell!). Again I'm still learning so don't be too hard on me. But I would say (and hope) it's better than the barrel I showed last time!

    [Blocked Image: http://img441.imageshack.us/img441/8058/hotelhallwayf.jpg]

  • The random model thread!

    • The Vulture
    • November 3, 2011 at 11:05 PM

    Yeah, I'm using Mental Ray.

  • The random model thread!

    • The Vulture
    • November 3, 2011 at 3:52 PM
    Quote from knj

    Great start ! now as an exercise try to damage the barrel, as for the rings, it doesn't look metal becouse the texture doesnt look like metal to me, if you want to have reflective surfaces in maya, you need to apply shader (like blinn, phong) that has reflectivity as an attribute, but dont go over it

    good luck

    Thanks! I'll see what I can do about the texture. I'm already using a Blinn shader. Still doesn't quite work imo.

    Quote from Jenn0_Bing

    As for you metal rings, if you're using photo-source why not try a few different images of metal to find one that works for you? I think the one you have on there now is too rough for what you want.

    Thanks, thanks a good idea! I'll see if I c an find a better texture.

  • The random model thread!

    • The Vulture
    • November 3, 2011 at 3:08 AM

    I can't compete with everything else in here, but here's what I've been doing in Maya today. I'm just starting to learn Maya through school so go easy on me! But crits would be appreciated (beginner friendly crits that is). I think it's my first textured model ever, now that I think of it. Anyway here it is.

    [Blocked Image: http://img695.imageshack.us/img695/8012/woodenbarrel5.jpg]

    As you can see the metal doesn't really look like metal... Is there a way to add environment maps to textures within Maya? If so, how? Or if that's not the way of doing more realistic metal, then what would be a good way? Thanks. (:

  • [Crysis] | [WIP] - Hongzhou Harbor *New Pics and Video.*

    • The Vulture
    • June 17, 2011 at 10:43 AM

    Maximum bump! I made this video a few days ago, hope you like it.

    Make sure to watch in HD.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

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

    • The Vulture
    • May 24, 2011 at 2:29 AM

    An old map I started for a mapping contest. I never got around finishing it.

    [Blocked Image: http://www.rehost.org/images/1306200432.jpg]

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • May 24, 2011 at 2:22 AM

    Just playing around with my Crysis map. Fairly old pictures.

    [Blocked Image: http://imageshack.us/m/803/2760/00153.jpg]

    [Blocked Image: http://www.rehost.org/images/1306199373.jpg]

    [Blocked Image: http://www.rehost.org/images/1306199762.jpg]

    [Blocked Image: http://www.rehost.org/images/1306199887.jpg]

  • Help needed - Crysis sandbox draw distance

    • The Vulture
    • May 24, 2011 at 2:18 AM

    Perhaps Inventory:AddAmmo?

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

    • The Vulture
    • May 15, 2011 at 1:02 PM
    Quote from Serenius

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Vault%20113%20-%20Ingame%20Screenshots/V113SbLvLB19.jpg][Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Vault%20113%20-%20Ingame%20Screenshots/V113SbLvLB20.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Vault%20113%20-%20Ingame%20Screenshots/V113SbLvLB15.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Vault%20113%20-%20Ingame%20Screenshots/V113SbLvLB14.jpg]

    This is what I hate about most modern games. Where are the freaking shadows? I'm not saying you've done a poor job, quite the contrary, it looks nice and detailed. It's just the technical side of modern engines I don't like. CryEngine is capable of realistic environments and keep it playable, even with shadows on for the majority of all objects on screen. I just hope for more engines to do the same. I assume it's because of consoles not being able to render all the goodies PCs can, so they have to leave it out. Imagine these scenes with shadows, would look far better.

  • Help needed - Crysis sandbox draw distance

    • The Vulture
    • May 11, 2011 at 9:16 AM

    Are you using the Wars Editor? Because that's a common problem with that Editor, among many others. Some experience it, some don't. That's one of the main reasons for why I'm still using the original Editor for Crysis. It also has SP rules by default, unlike the Wars Editor which was made for MP.

  • WIP in WIP, post your level screenshots!

    • The Vulture
    • January 20, 2011 at 4:02 PM

    Awesome stuff in here! Keep it coming.

    I'm not sure if you can call this a level, if not, I apologize for posting it in the wrong thread. Anyway, this is a star comparison level I made for a video showing just that - a planet/sun comparison with other stars in the universe. I hope you enjoy it.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • [WIP Crysis SP Mod] Arthias

    • The Vulture
    • December 9, 2010 at 1:10 PM
    Quote from e-freak

    You want to sit in a dark room?

    He's used to it. xD

    All jokes aside, though - great work on this, dude.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™