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Posts by Sigma

  • The random model thread!

    • Sigma
    • April 18, 2016 at 6:02 AM

    Working on this little lady this weekend. Got the high poly almost complete. Needs new screws, a couple of changes, and forward sights.

    Rey's Blaster - Star Wars: The Force Awakens


    [Blocked Image: http://i.imgur.com/mbwAWSG.png]

  • [UT4] DM-Foundry (Mapcore Challenge WIP)

    • Sigma
    • April 18, 2016 at 5:57 AM

    TSD-Foundry

    TSD-Foundry will be a small arena style level that offers multiple pathways to high-conflict areas. The layout will double well as a 1v1 Duel maps as well as a FFA and TSD map. Thematically it will be a mix of a foundry and architecture found at the National Cathedral in Washington D.C. done in a decrepit style (think Erebor from The Hobbit). This is the basic layout of the central room where-in there is the forge, water wheels, an overhead bridge to access the forge from the top, and a recessed floor area originally intended for molten metal that can now be used to access the bottom of the forge where a significant power-up will be. Caution though, as you will be viewable from all sides and are locked into a tight quarters area - the perfect flak/shock rifle/rocket launcher killzone.


    Early Screenshots

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

    [Blocked Image: http://i.imgur.com/JS6ojrB.jpg]

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Sigma
    • April 12, 2016 at 2:50 PM
    Quote from Vilham

    1 hour ago, Vilham said: Honestly I feel that is the biggest problem with it at the moment nearly all the finished maps are generic castles with nonsense layouts, UT wasn't really like that, quake was what had those kinds if levels. I definitely feel my level lacks some trick jumps and lifts, going to see how I can fit them in without completely fucking any aesthetic.

    This is definitely the case, but people should feel free to pull from DM_Outside for some sci-fi elements if they are not producing their own meshes for the level. Also keep in mind that not many people are working on environments so much as there is a crazy amount of people creating levels - so I think kit-bashing is going slower than perhaps is normal? Personally, my level aesthetic design will be closer to the "castle" type designs, but not quite the same, simply because that is what I have been studying recently for architectural inspiration and 3D mesh work in my spare time. However -- having said that -- there are definitely ways to make it "Unreal", even with a castle style theme (e.g., floating assets, glowing assets, steammpunk style with protruding pipes and electrical cables off of castle like structures, etc . . .). Free your mind!

  • Epic Games & MapCore's Unreal Tournament Level Design Contest Discussion

    • Sigma
    • April 8, 2016 at 5:35 AM

    Started white boxing but would consider a collaborating with someone. Gonna bang out the rest of my whitebox this weekend and I have some art inspiration in my head for the mesh work. It's gonna be good.

  • Doom (4)

    • Sigma
    • April 4, 2016 at 4:29 PM

    I tried that dux but it kept crashing. Do I need to run it multiple times for it to get through?

  • Doom (4)

    • Sigma
    • April 4, 2016 at 4:09 PM

    Tried to play this. Couldn't get past credit videos. Nvidia GTX 960. Sad face and uninstalled.

  • The random model thread!

    • Sigma
    • April 4, 2016 at 3:55 PM

    [Blocked Image: http://i.imgur.com/CFkFUgU.png]


    [Blocked Image: http://i.imgur.com/zZzs1Wh.png]


    Was being driven insane this past week trying to bake out simple cylinders. Literrally, drove me up the walls with frustration. I don't understand why they are so difficult.... but they are. The materials are shoddy at best here - but I was playing around with the bake more than anything and also incorporating custom pre-built details like the logo on the barrel. This is a 24 sided cylinder. Nothing fancy. Just.... glad to be done with it for now (although certainly not portfolio worthy).

  • Site Changes and Feedback

    • Sigma
    • March 22, 2016 at 6:29 PM

    I'm really enjoying a lot of the site changes at this point. Good job!

  • Push & Pull - The art of guiding players through an environment

    • Sigma
    • March 18, 2016 at 6:39 PM

    Very nice

  • [UT4] DM-Foundation

    • Sigma
    • March 12, 2016 at 6:30 PM

    Saw this over on polycount. It's looking good. I will give it a run through later today if I can.

  • Stuck on Making a texture From Scratch

    • Sigma
    • March 11, 2016 at 5:36 PM

    Can you give us info as to the target engine? The reason I ask is because the engine selection alters how the texture should be judged.

  • The random model thread!

    • Sigma
    • March 9, 2016 at 4:26 PM

    Vorontsov If I start the low poly tomorrow night will you feel better about it?

  • The random model thread!

    • Sigma
    • March 9, 2016 at 3:22 PM

    @‌Vorontsov It's still there. I just have not tackled it yet.

  • The random model thread!

    • Sigma
    • March 9, 2016 at 5:58 AM

    [Blocked Image: https://cdn2.artstation.com/p/assets/images/images/002/118/342/large/john-emerson-column-doric.jpg?1457501108]

    Working on columns for Unreal Tournament again. Except this time I am well equipped and committed.

  • Valve: Future Hardware Plans

    • Sigma
    • January 11, 2016 at 5:13 PM
    Quote from jackophant

    @blackdog don't forget about powerline connectors if you "can't have ethernet". The boxes plug into and use your mains circuitry to communicate between each other and you can run ethernet cables out of them into your router for the source and your PC as the target.

    You can pick up a pair for about £20, and additional adapters can be bought to add into the network. The best ones are those which have a socket still in them so you don't lose the plug socket, but they can also work from multi-socket adapters as well.

    This is a decent solution to increase the spread of your wi-fi and potentially speed. But don't forget that every device and router splits the available bandwidth further, and thus after 2 or 3 splits (as I am forced to do) the speed is decreased dramatically. Just something to keep in mind.

  • Happy New Year Friends !

    • Sigma
    • January 1, 2016 at 4:31 PM

    Happy New Year's all. Let's make 2016 kickass.

  • totally random texture thread

    • Sigma
    • December 19, 2015 at 5:25 PM

    [Blocked Image: http://i.imgur.com/7XPXsda.png]


    [Blocked Image: http://i.imgur.com/axy8tAm.jpg]


    [Blocked Image: http://i.imgur.com/8L82FH2.jpg]


    Working on procedurally generated PBR textures. Trying to get better at them so I can incorporate into 3d meshes and environments.

  • The random model thread!

    • Sigma
    • October 5, 2015 at 5:08 PM

    I think the artwork could be very pertinent Michael as it gives concepts for things such as skyboxes and interesting shapes to utilize in more sci-fi oriented levels. Alternatively I could see some pieces such as what you posted being utilized in other specific contexts. Finally, welcome to the Core!


    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=20621&d=1444016650] [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=20748&d=1444092515]

    Began working on roman order of columns for implementation into Unreal Tournament 4. This is an ionic order one. Accents on the capital stone (top) need a lot of work (possibly some masking + zbrush like on Ryse? Only how to do in 3DS Max). Second image is in-engine.

  • The random model thread!

    • Sigma
    • September 25, 2015 at 8:09 PM
    Quote from leplubodeslapin

    Thank you very much. Yeah ... well it's a quite expensive but i did my best to reduce this. The thing is that i'm not using a normalmap (because of the lighting issues it brings), so everything is in the geo in order to make nice curved reflections when the texturing will be done.

    That's actually not a bad thing as there is a discussion on polycount regarding placing information in a texture map (normals) versus just simply modeling the geometry and adjusting the vertex normals to properly reflect the desired lighting and smoothing outcomes. You might take a look at it here.

  • What's going on with your life?

    • Sigma
    • September 24, 2015 at 10:23 PM

    Just in case folks are wondering about the dash cam's with some extra features. This was taken in my city this year. Fun times.

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