It's hard to tell from not playing the map but it seems like some measurements are a bit tight. I'd recommend you take a look at the display scene with all measurements and items placed out and cross reference it with your map. It doesn't have to follow all the measurements exactly but if you are differentiating from the standards should to be a consciouss move. I made this cheat sheet a while back last year and I know they added some more in that example scene. I always have one on another screen or closely at hand. Click it then "Full Size" button to get a high resolution.[Blocked Image: http://imgur.com/oFvcTlN.jpg]
Posts by Sjonsson
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Quote from TheOnlyDoubleF
7 hours ago, TheOnlyDoubleF said: Be brave @blackdog. @Sprony should read a book of his story.
On my side, I made official today my departure from Eden Games (I finally stayed 3 months more after the december episode) which will be effective on March 31
So i'm back on the job market, which, honnestly, is a bit terrifying. But I have hope!Just keep at it and don't be afraid to move!
You go this! And yes Sprony should totes write about how people should stand up for themselves. -
Hello Peter! Amazing to hear you want to give it a go! I would second taz-ed suggestion when it comes to the coding. Blueprints is easier to get into indeed. Another suggestion is trying out the Dungeon Crawler / Roguelike tutorial that the game engine Unity provides. It's on a basic level and there are thorough tutorial videos for the whole process of making a simple game. Check it out here: https://unity3d.com/learn/tutorial…uelike-tutorial
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Quote from Vaya
3 hours ago, Vaya said: they were just marking their territory

It's probably the start of space lizard people invading.
Quote from Radu18 minutes ago, Radu said: Well, I just dropped two glass bottles of pepsi on the kitchen floor. Man, such a sticky mess..
Damn, as in glass bottles? RIP.
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Just started my week by planting my ass on a piss soaked buss seat. Oh god I love humans.
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Quote from VorontsovDisplay More
On 2017-02-10 at 3:05 PM, Vorontsov said: Optional misc. I don't want to clutter the post :).
http://# Reveal hidden contents Diffuse | Heightmap | Normalmap | Roughness
[Blocked Image: https://i.imgur.com/1suqyLw.png]
Substance Graph
[Blocked Image: https://i.imgur.com/113oXCX.png]
In-game comparing normalmap vs no normalmap.
I think some of the bricks could use a bit more of definition around their edges. A bit like this:[Blocked Image: http://imgur.com/xUM8un0.jpg]
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Quote from CWardee
I really like this shot, especially the little stone bridge you used to run on as a kid!
However, I really think you should add a dividing line alongside the beach. I'm not good at photobashing but gave it a try to show what I mean. Maybe not as prominent as I made it but I think you get the point 
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Comoon folks UT!

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Heya, Found myself searching for a more scientific explanation on Immersion and found this article. I'm not all that used to academic terminology but there are lots of parts in the article that gives a name to things I previously just explained with a sentence. Such as a 'Consistency Check' (Does the rules of the surroundings follow the previous settings?) and more. I know there's tons of research going on about neuroscience and how close it is to us game devs, but where are all the articles and studies? I don't see a whole lot of them being shared, so I thought I'd start and ask you to do the same; anyone sitting one some cool more scientific articles that can be directly related to game development/design? This article is giving a framework and a terminology for spatial presence & immersion and what processes the brain goes through, some of it are theories other more steadfast data. I really liked this pic with a flow chart over the process the brain goes through when percieving the world and how it interprets it:
[Blocked Image: http://imgur.com/Mwec32S.jpg]
Embedding presence-related terminology in a logical and functional model - by Markus von der Heyde & Bernhard E. Rieckehttp://www.kyb.tuebingen.mpg.de/fileadmin/user…dfs/pdf1949.pdf
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Made this low-poly Unity scene just to try out some hand painted workflow with the Unity setup. Fun stuffs! [Blocked Image: http://imgur.com/liG14yO.jpg] Edit: Used my lantern at home for ref.[Blocked Image: http://imgur.com/XE0RNct.jpg] Edit 2: Made a gif this morning before work with a point light animation. I know, the gif doesnt loop.[Blocked Image: http://imgur.com/UntOn34.gif]
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If I were you I would try some extrusions or a concave shape for the ceiling in the big room with the railings and bridge. Looking good insofar!
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To all of you metalheads out there. Some really badass Djent band I just found:
Btw the Haunted is dropping a new album this year! Wohoo!External Content www.youtube.comContent 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. -
Quote from (HP)
On 2016-04-27 at 0:35 AM, (HP) said: Love how they disabled comments on that video.
Lol yeah, really sells it. I won't take his word for anything after Alien: Colon Marines. If they'd release a kickass editor I would still be game. Like snapmap but with smaller parts, just a streamlined editor where you can push out maps fast. That'd be amazing.
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Can't come this year either. But next year I will!
Guess I'll have to tune online to see @knj do all that ass kicking! -
Subscribed as well! Sweet content, looking forward to see more. I'll make sure to forward it to my level design students. Keep it up!

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Quote from clankill3r
On 2017-01-25 at 10:49 AM, clankill3r said: NS2 is one of the best games ever. It sucks that the skill level of the people left playing goes from braindead to 2013 championship winners

Word! It takes out the bits I loved about the AVP multiplayer and adds some twists and turn. Love it!
Sadly, most people I know didn't pick it up for some reason. -
Quote from leplubodeslapin
1 hour ago, leplubodeslapin said: Alright, yes indeed it's important to learn them the good maners i guess

I just find it a bit disapointing that it doesn't fully show the potential of PBR (from my point of view). Maybe it's just because of the camera position or lighting orientation, i can't see much shading on this single picture (just some bumps on the top left).
Yeah you are entirely right about that. When normal maps drop so low in res it looks like the definitions kinda dissapear completely or gets very blurred out. But there is some definition there that can be seen if you rotate the whole thing.
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Quote from leplubodeslapin
55 minutes ago, leplubodeslapin said: Is there a specific reason to demonstrate the PBR with a low-res texture ?
Yepp. I will show them how to use UV-tiling to get higher texel density to make a point; that it's important to reflect over your texel density and not just lazily use high res textures. I'd say a low-res texture shows this better.
