Posts by jakuza
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Quote from Bunglo
On 5/19/2021 at 9:38 AM, Bunglo said: Some tree branches I modeled in 3dsmax from over 5 years ago probably. I'm not sure if I ever turned these into textures.
Hahaha I knew I had seen these somewhere before: https://polycount.com/discussion/980…trees-for-games
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Sure thing. I still have some cleanup to do but once that's done I'll package them all and post them here or in a separate thread.
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Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch.
Pics below:
Thanks @Roald for making such a cool graybox. And good luck to everyone in the contest!
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Quote from WintriusDisplay More
4 hours ago, Wintrius said: Although I'm unsure what state this map is meant to take place in, a mountainous Skybox resembling a Midwestern state such as the Dakotas or Wyoming may be really fitting.
It'd be especially cozy if the Skybox were similar to what's seen on Trailerpark:
If the map were to occupy such a region, fire outlook towers may be suitable as well.
http://# Hide contents [Blocked Image: https://cdn.vox-cdn.com/thumbor/1IFMVurqu0ypuDF1tDH_tFc1_Bs=/1400x1400/filters:format(png)/cdn.vox-cdn.com/uploads/chorus_asset/file/687408/firewatch_140830_07.0.png]
This type of structure would fit incredibly well in a Danger Zone setting.
Your choice of course, but just some small ideas to consider.
For all the natural land features this is definitely the kind of setting I'm trying to emulate. An outlook tower is a great idea btw, thanks! Somehow I was so focused on our FC5 references I completely forgot about Firewatch.
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Right, I forgot to put a screenshot in. @Roald thanks brotha
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Hey everyone,
Here are all the assets from Anubis + a zoo file. Unfortunately some of the models aren't complete or really useful. I meant to clean everything up a bit before doing this, but I haven't gotten around to it and I figure it's better to just put it up now than keep delaying. Hopefully I find the time to come back and fix some of these up later on.
Anyways, here ya go: https://www.dropbox.com/s/ryx5i5ssab1d…source.zip?dl=0
Also, please let me know if something in the zoo is missing from the files and I'll upload it asap.
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Quote from judas
3 hours ago, judas said: Great maps, even so, the only map i actually think would be a great map to see on tournaments etc is mutiny. I have spent hours on these maps trying to figure out tactics smokes etc and tbh the only map i see REAL potential in is mutiny. I would really like to see in the next competition that the judges put more interests in the gameplay etc rather than 25 points in graphics. Another map that actually had great potential in gameplay was mocha but that map didnt make it this far. This should imo stand between mutiny and mocha. I am one of those who would like to see a new map every year in tournaments, but to often the maps that is created is created only to look good. And where is the pro players who actually knows a thing or two about how a map should be built? Anyways great job all of you who actually made it this far, i am a bit dissapointed thats all

Laugh all you want lizard, only because i didnt mention your map. It looks awsome, cant see how it would even stand a chance in gameplay against those map i mentioned. But hey what do i know, i only played cs since 1.3 and competed/played with top players in 1.6. Shame on me!
Thanks, I think. I don't really know who you're aiming your frustrations at. This is a community of people that make maps because it's fun, with an extremely slim chance of compensation. If actual pro players would like to volunteer their critique of countless grayboxes that will in most cases never be released, I'd applaud them for it. Maps don't get exposure unless they look good, and only then do they have a chance at receiving the high-level feedback you're talking about.
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Are you using any phong? I think it's a more interesting direction, but the shapes bug me slightly because there are lots of wavy surfaces that aren't supported by the normal map. I would also try using object normal to put a different looking surface on the flat parts + maybe a small bevel?
Really nice work, looks like it's all coming together
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Rocks are looking really cool. I would revisit those containers you showed in the 2nd shot though, the shading on the frame and panels looks messy.
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Quote from blackdog
22 hours ago, blackdog said: I too felt this is straight out of Stalenhag's material, but I haven't seen it mentioned or referenced, so I was a bit "annoyed" considering the recent talks about movie license on his book(s)... I would really want him to get the credit he deserves for the influence he's having with a lot of creative people.
I guess I was bummed out not see a "based on the book by" kind of line, and he's Swedish as well so you kind of expect the collab to happen.
Completely agree. His work really blew up in the last year or so and I wonder if he wants to capitalize on that or just continue making great art like he has been doing. At the same time, I'm finding it harder all the time to draw the line between being inspired by and just lifting other people's creative work. If the game does well and Avalanche never made an agreement with Stalenhag, I can imagine there might be some hard feelings.
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Felt like this one did not generate a lot of buzz at all. One of Avalanche's three titles this year, I guess they're going for a shotgun strategy of market appeal
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.I'm a little iffy, it seems to draw a lot from Simon Stalenhag work based on this trailer alone.
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Quote from I ♡ The 1950
On 5/31/2018 at 10:49 PM, I ♡ The 1950's said: A bit unrelated I know, but I do want to say that you sure do a great job at buildings!
Thanks! Much appreciated

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Great work so far. I'm struggling with a kind of clean environment as well right now, so here's what I'd recommend. Since you are aiming for the ME aesthetic, I would look into how those games bring wear and tear into the environment without defeating the clean and colorful aesthetic. Also, using more tiles will allow you to communicate a material better. You have detail in your normal maps already, but it's important for that detail to have context and structure as well.
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Quote from FMPONE
On 5/18/2018 at 10:33 PM, FMPONE said: Just keep in mind that you want it to be about 2X brighter than you think, because some people play with no alpha boost in he video settings. Alpha boost washes out your lighting but you want the map to be playable for people who haven’t tweaked any settings and are playing default.
Ah that's a great point. Thanks for the tip
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Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts.
Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests:
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