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  3. jakuza

Posts by jakuza

  • The random model thread!

    • jakuza
    • December 18, 2017 at 2:21 PM

    Some new stuff for kaizen:



    I tried doing some fancy displacement with the sakura tree, but ended up with these nasty seams cos I don't know what I'm doing


    ItzOmega Love the shapes but I'd take the noise in your rust way way down to start, and I don't know if it's the lighting setup but I think a warmer color scheme would complement the cartoonish geometry a little better.

  • Kaizen

    • jakuza
    • December 12, 2017 at 9:03 PM
    Quote from Harry Poster

    On 11/30/2017 at 9:14 AM, Harry Poster said: Hello from de_royal? It's too obvious

    youch

    Thanks for spotting it, missed it during our clipping pass I suppose. Was pretty hectic those last couple days...


    @Minos (and Tokit, sorry can't tag you for some reason) agreed on the skybox. It's uncanny, especially with the hard shadows. Will need to work on this before final submission

  • [CS:GO] Riverside

    • jakuza
    • May 7, 2017 at 8:34 PM

    Excellent work. My only gripe is that the detailing looks kinda mathematical and perfect, like you allocated one piece of clutter to every square meter or something. I know your objective is probably a clean competitive map so this is fine, but I think a bit of environmental storytelling could really elevate it.


    Couple other small things:

  • Day of Infamy Mapping Contest WIP Thread

    • jakuza
    • September 21, 2016 at 12:33 AM


    Finally managed to actually load the map today. Just hoping for the best gameplay-wise right now, because I really only started playing online today. So far it feels like a smaller-scale Insurgency with a lot of the same really fun chaotic fights.


    Is anyone else struggling to figure out a location or battle? It seems like all the best ones on the western front are already in.

  • [CS:GO][WIP] de_sanchez

    • jakuza
    • September 1, 2016 at 4:41 PM
    Quote

    Quote [Blocked Image: http://i.imgur.com/vway2Ob.jpg]

    Please don't use that rock wall like that! All that dense geometry under the surface will be rendered and wasted. If you decompile the model and pull off a few pieces, you'll have a lot more control over the overall look as well. You could even recolor the texture to match the ground.


    Really love the look though, can't wait to see more :)

  • Jeffy Zachariah - Level Designer

    • jakuza
    • August 1, 2016 at 5:57 PM

    Hello, not an expert by any means, but the animated backgrounds and that Michelangelo quote as a header rub me the wrong way. It feels a little like you're overselling yourself. Your work is great, and I think it should be the most exciting thing on the page. Everything else just takes away from it imo.

  • What's going on with your life?

    • jakuza
    • August 1, 2016 at 6:35 AM

    Okay then. Here's what I'm up to.

    I am now a little more than halfway through a 3-month contract with Gearbox. The office is awesome, everyone is nice even to us lowly contractors, and the work itself is just really fun. If it weren't for the heat here in Texas I would probably drop out of college and try to stay. I do miss home but I guess moving around is a way of life for level designers so I might as well get used to it.

    The weirdest part is coming home every night and not having a hobby anymore because now it's my job. Time to look for new hobbies I guess.

  • What have you watched recently?

    • jakuza
    • July 30, 2016 at 1:08 AM

    Yeah, watched Stranger Things too. Really liked it, but I don't have any lasting impression like with Twin Peaks or X-files.

    Also,

    Spoiler Don't know if this was intentional or not, but the monster was no longer scary after seeing it in full view. Getting glimpses of it in the shadows or only for a couple frames was much more effective.

  • A question about slopes in Valve Hammer Editor

    • jakuza
    • July 26, 2016 at 3:08 AM

    But it doesn't really matter, does it? It's more of a time sink to calculate things than it's even worth. I suppose if it's for vvis than it's important but for things that you're rotating off grid that should be a non-factor anyways right?

  • [CS:GO] DE_LITE

    • jakuza
    • July 20, 2016 at 12:50 AM

    Great job with the lighting! Seems like you really nailed the balance between readability and style.

  • Kacper Niepokólczycki - Environment Artist

    • jakuza
    • July 7, 2016 at 6:04 AM

    I loved Beauclair! Organic and lived-in, but leaning toward fantasy. The verticality was implemented very nicely as well.

    Fantastic work, thanks for contributing to this great game!

  • [WIP] de_pharaoh

    • jakuza
    • June 21, 2016 at 1:52 AM

    The color change in the gift shop is good, but could you maybe tone down the noise and/or add some inlaid decoration/trimming? I think the mall in L4D2 is a good example of how you can cover large surfaces with the same material if you don't attract any attention to it. In Squad's recolor, he put a solid color on top (I think) instead of just rotating the colors, which has the effect of reducing contrast and making the important high-detail bits pop.


    And everything else looks great btw.

  • WIP de_bay

    • jakuza
    • June 6, 2016 at 9:56 PM

    True, it did get more complex, I should focus on making it trying to make it as intuitive as possible for the next iteration.

    A is a mess. I want it to be a sneaky alternative to B, but for the moment it takes far too long to fake.


    Here is what I'm thinking to simplify A:

    Spoiler


    Maybe not exactly that, but something similar.

  • WIP de_bay

    • jakuza
    • June 6, 2016 at 8:42 AM

    Finally back with an update.

    Workshop link

    I overhauled A site and changed around mid, as well as other various layout tweaks

    New overview:


    Other screenshots in spoiler

    Spoiler New mid with a few models to make it more interesting

    New T spawn and new B long

    B - mid connector (needs work I think)

    New A site

    A long is pretty much the same

    B site is also mostly the same

    B long

    New CT spawn


    I really want to start detailing, but I can tell the layout's not right yet. So, if anything jumps out as wrong or bad, please let me know.

    I will probably not playtest for a few weeks, too busy for the moment.


    Thanks as always for checking it out

  • What I'm Working On

    • jakuza
    • June 3, 2016 at 5:16 PM

    Saw this under 3 different subs on reddit already :D

    Very cool video, really like how you defined the structure details before adding materials and clutter.

  • .VMT and .VMF Help Thread

    • jakuza
    • May 5, 2016 at 9:02 PM

    No, the name of the file doesn't matter. Bumpmaps were the precursor to normal mapping, but the name "bumpmap" stuck. I think the reason you're not seeing it is simply because normal maps are hard to see without really hard lighting, or baked shadows via ssbump. You can also make them more visible with specular, but since your material is brick/plaster that's not really called for.

    Edit: Sorry, didn't read your post fully, if they're not appearing with mat_normalmaps then what I said doesn't apply at all.

  • Overwatch

    • jakuza
    • May 5, 2016 at 5:15 PM

    I think those Sketchup pictures were made by someone on reddit who was recreating the levels himself: https://www.reddit.com/r/Overwatch/co…uo/maps_layout/

    So the level design pipeline at Blizzard remains a mystery...

    I would love to make maps for this game but for now I'm just glad there's a game that comes close to giving me the same feeling as TF2 used to.

  • Overwatch

    • jakuza
    • April 30, 2016 at 1:37 AM

    Yes please!

  • Valley [CSGO]

    • jakuza
    • April 24, 2016 at 9:38 PM

    Was fun playing, like I said in the feedback, no route felt like an afterthought, they were all really nicely balanced and felt appropriate.

    Funny that you chose a theme right around my area after I chose Edinburgh for royal :D (and completely botched it at that).

    Some areas still feel very blocky, but the nuke materials help with that. I think the next step is to "frame" your surfaces like you do with the floor trims on the interiors.

    A few other nitpicks:

    Spoiler

    This overhang on the vending machine area just looks weird to me.

    These walls are the only parts of the map that feel maze-like and like leftovers from a grey box stage. Everything else felt natural.


    Good luck, I really like the direction it's headed!

  • [WIP] de_monaco

    • jakuza
    • April 13, 2016 at 1:22 AM

    Hey,

    I can see this is turning into something special, so I thought I'd just point out one thing that really stuck out to me while looking at these.

    This looks like something you'd expect to see in a final level, great polish, lots of detail. On the other hand...

    This looks like something from a really early detail pass.


    I know Monaco is really clean, but it comes off looking really unfinished in these shots. Subtle detail work on the ground areas will really pay off in tying everything together I think.

    Sorry if this is something you were already planning, just my thoughts.

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