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  2. Zenutron

Posts by Zenutron

  • [WIP] The_Foundry - Unity engine

    • Zenutron
    • April 19, 2017 at 7:13 AM
    Quote from SotaPoika

    38 minutes ago, SotaPoika said: You mentioned that this is 'level design'. What game is this for? What are the game play elements here? So far to me, this looks like environment art type of deal.

    Hi , the mapis intended to be sold on the Unity asset store at the end, so I can't know in advance what will be the gameplay elements, I just can try my best to not have the worst level design work :P

    But anyway , even if it's a simple environment without gameplay, how do you call the volumes work, and design of the layout ? Can't be level design too ?

  • [WIP] The_Foundry - Unity engine

    • Zenutron
    • April 18, 2017 at 8:24 PM
    Quote from Robo_Platypus

    16 hours ago, Robo_Platypus said: Interesting concept so far, keep it up! One thing I'm noticing is that everything looks too clean. Your references show most of the metal has been warped, scalded, bent and discolored by the intense heat it directly contacts with. It's currently hard to tell that your map is a foundry full of molten metal without looking at those references and the orange post processing you put it in. What is the purpose of this space? Your references show large vats full of slag or funnels where the superheated metal pours through, right now your space kind of seems like an empty warehouse that happens to have a sliver of hot stuff dripping through it.

    I like the map, would you consider labeling your screenshots with where they are in relation to the map? It's currently hard to tell where exactly I'm looking at. Can't wait to see a downloadable version of this that I can walk through!

    Thank you for the feeback :)

    I gave it a dirt pass on all the metallic parts, you were right it add some more realism.

    Concerning the space... yeah as I said I'm still a poor level designer and you are right it looks like a warehouse filled with stuff.

    At the moment, the displayed room is the number 1. I plan to add a central circular room with some sort of big tank / reactor , a corridor , and a second "similar" room to do things I didn't did in the n°1.

  • [WIP] The_Foundry - Unity engine

    • Zenutron
    • April 17, 2017 at 4:54 PM

    Since this is ( and still ) a WIP thread , here are few iterations of the scene :

  • [WIP] The_Foundry - Unity engine

    • Zenutron
    • April 16, 2017 at 6:04 PM

    Hello guys ! I never been a really active user but heh , here I am with some things to show :D

    To make it short, I'm doing a map located in a Foundry / steel factory. The base is there but I need to add more models to it, it's not finished yet.


    At the moment there is only one room done (N°1) , but I'm planning to add few mores :


    Here are some of the reference pictures I used :



    Some things that might interest you to know is that it's 100% baked lighting , and using the recently released post processing stack of Unity.

    Also here is a complete album with some of the lighting / post process iterations, I would love to get feedback on this too :)

    https://imgur.com/a/mmfxp

    Thanks for your time reading this thread , and as always , I heavily welcome any criticism on any matter ( Especially on level design, my weak point )

    Thank you in advance ;)

  • [WIP] Twilight island.

    • Zenutron
    • March 17, 2016 at 9:22 PM

    Hi Mapcore !

    I'm working on some sunset ambiance scene and I definitly need your feedback and criticism to continue going further !


  • Corentin Clays - Environment artist

    • Zenutron
    • February 4, 2016 at 8:54 AM

    Hello !

    I recently changed my whole portfolio to something new, and i'm looking for any advices concerning it.

    I already know it could have some display problem on small screen resolution but let's see what do you guys think about it :?

    http://www.novashade.com

    Thanks you in advance !

  • [Unity] My former elementary school

    • Zenutron
    • February 1, 2016 at 12:31 PM

    Hi Mapcore !

    Here is some personal project I worked on recently, this is the courtyard of my former elementary school.

    If you want to see more of it there is an online playable light version ( Doesn't work with all browsers ) : https://dl.dropboxusercontent.com/u/5547812/SaintJoseph.html

    Any criticisms are really welcome.

  • The random model thread!

    • Zenutron
    • August 8, 2014 at 12:02 PM

    Had some fun with the PBR rendering in Marmoset 2 :


    [Blocked Image: http://i.imgur.com/M277BKR.gif]


    If you want a closer look here is two hi res screens :


    http://i.imgur.com/DKdzZu6.jpg


    http://i.imgur.com/Nsk4h2z.jpg

  • Zenutron - Props / Environment artist

    • Zenutron
    • October 15, 2013 at 2:49 PM

    Hi evryone !


    I'm in the process to refresh my portfolio and i would like to share my toughts about it to be sure i'm aiming in the right direction.


    http://zenutron.daportfolio.com/


    Here are the most critical points on my opinion :


    - Most of the pics are works from school projects and doesnt age well.

    - I should take off characters since i'm aiming at environment .


    Some other things i have a doubt about it :


    - Should i use something more professional than DA portfolio ?


    And here are the things i would do to improve it :


    - Having a category with level design / lighting works using SDK and pre existing assets.

    - Having a category with modular assets proving the hability of creating environement efficiency.

    - Having a category with general props , 2D works , proving polyvalence.


    I would really appreciate any kind of feedback, at the moment i'm still struggling to know what kind of profile the game industry are looking for environment artists.


    Thanks you in advance

  • [Chivalry] AOC - Secret Quarters

    • Zenutron
    • September 20, 2013 at 6:26 PM

    Yes , all the assets are from the game , exept the Manor structure wich I've done by myself.

  • [Chivalry] AOC - Secret Quarters

    • Zenutron
    • September 16, 2013 at 1:53 PM

    Hi ! I'm pleased to show you the map "Secret Quarters" done for Chivalry : Medieval Warfare.


    The environment is supposed to be the secret manor of Malric, King of the Masons.

    If some of you are playing the game , the map will be playable soon on the beta servers


    Meanwhile, here are few screenshots :


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


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


    [Blocked Image: http://i.imgur.com/K7h6hzgl.jpg]


    [Blocked Image: http://i.imgur.com/ZROM8rol.jpg]


    And there is a quick walk through in video :


    Any critics are heavily welcomed.

  • [Piñata] Student Unity project

    • Zenutron
    • January 11, 2013 at 3:59 PM

    here is some news with those 2D concepts for few assets :

    [Blocked Image: http://img15.hostingpics.net/pics/964392Assets.jpg]

    Hi-res link : http://img15.hostingpics.net/pics/200899Assets.jpg

  • [Piñata] Student Unity project

    • Zenutron
    • January 6, 2013 at 9:47 AM

    @Knj

    The FPS are in the upper right corner

    @Kikette

    I'm not really sure as you about that , it's going to be tight on time.

    @Kedhrin

    The turbo fart jump is not a definitive feature

    Concerning the real time lighting on the bear , the custom shader still need to be finished.

  • [Piñata] Student Unity project

    • Zenutron
    • January 4, 2013 at 11:30 AM

    Hi Mapcore !

    Let me introduce ourselves : We are a small team of 3 students working on a Unity game with pinatas. We have a programer in charge of evrything really technical / AI , a character artist / animator and me as environment arist / level designer.

    The game type is some sort of Hack and slash with a lot of pets. The main character have few upgradables attacks and can create 3 types of pets : A tanker wich can taunt the ennemy , a damage dealer wich is fragile and a healer. There is going to be some differents kind of ennemies too with specific roles.

    For the feeling of the game we would like to get a contrast with a cartoony ambiance on one side and something gore/violent on the other.

    Here is the early first concept art ( wich is a bit too much cartoony because i'm too bad to do a real lighting in 2D ) and an in game screenshot from the camera view :

    [Blocked Image: http://img11.hostingpics.net/pics/930115Conceptart11.jpg]

    [Blocked Image: http://img11.hostingpics.net/pics/423911TERRAIN10.jpg]

    At the time i'm creating this thread we are at 1 month of production , so it's far to be finished yet but i would be pleased to get some critics during all the process.

    Note : The UI is not definitive and we also have only one character at the moment , so we use it for all of them. The gameplay is far from what it should be too , the base mechanics are done but it still need to be balanced. The attacks arn't really implemented either.

    Here is the link to the Unity player : http://dl.dropbox.com/u/5547812/Public.html

    If you run lower than the 50 fps normally setted for the web player , could you write here or by PM your computer specs ?

    I'm going to keep an eye here on the replies so feel free to give any critics and comments , it would really help us to have an external view on that project.

    EDIT : here the first concepts for the assets

    [Blocked Image: http://img15.hostingpics.net/pics/964392Assets.jpg]

  • Battlefield 3

    • Zenutron
    • December 8, 2012 at 10:38 PM
    Quote from Nz-Nexus

    i finished battlefield 3. i bought it 1 year back but only played a month ago. it had a nice story in my opinion.. btw..one thing that really bugged me was the last mission where you jump on that train. i died almost 30 times because when you have to jump that train always felt down.. err

    i hope battlefield 3 was a little bit longer tho.

    Wow , actually people really play the solo of BF3 ?

  • [UDK] Lonely house

    • Zenutron
    • May 21, 2012 at 3:51 PM

    Hi evrybody o/

    I'm reading mapcore since a long time , but this is my early first topic.

    For the story , I've been really inspired by this picture showing a standing lonely building and i decided to create a similar environement in UDK. But with a totally different lighting and atmosphere.

    [Blocked Image: http://s13.postimage.org/u2prdotlj/111005_salah_bride.jpg]

    I'm working at maximum on texture optimisation with tiling , masks and decals. There i'm showing how i created the brick shader ( not sure if it's interesting... ) :

    [Blocked Image: http://s17.postimage.org/s9nrs46bj/image.jpg]

    And this is the actual progress on the project :

    [Blocked Image: http://s15.postimage.org/q90wibbyj/image.jpg]

    So , there is still a lot of work to do, i planed to create some abandoned landscape , not quite much vegetation and some other destroyed buildings.

    Concerning the lighting i do not understand why some parts of the house are lighted while they are hided from direct illumination. This is the first time i'm using the dominant lighting into UDK and lightmasses. Is there some settins to tweak ?

    I would really be enjoyed of any type of critics and coments

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