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Posts by Sigma

  • The random model thread!

    • Sigma
    • October 18, 2014 at 4:30 AM
    Quote from ChA1NsAw

    Look at this thread: https://forums.unrealtournament.com/showthread.php…h-a-Flak-Cannon

    One has to do lots of iterating before getting into the official game.

    First:

    [Blocked Image: https://sites.google.com/site/kazeohin/home/Flack2.jpg]

    Final:

    [Blocked Image: https://sites.google.com/site/kazeohin/home/flack20.jpg]

    Display More


    Indeed they do. Paul (Kazeo) has been giving me feedback to help me push the model even further which I am highly appreciative of. It has taken me a substantial amount of time to fill in the model completely--which I should have had done very early on had I done a proper block-out phase instead of charging into it without much of a plan short of the concept art itself. That is a mistake I will not repeat in the future. Having said that, hopefully I can begin iterating even more and more quickly. I believe I have been doing a fair bit of iterating (within what I had completed) although I am not nearly as fast or skilled as Paul is (and I have payed very close attention to his work).

  • The random model thread!

    • Sigma
    • October 17, 2014 at 1:41 PM
    Quote from Hipshot

    What fonts are you using here? This is not the regular UT font?This is the new logo and font selected by Epic about 2 weeks ago officially. High res downloads are available at the unreal forums.

  • Medieval Door with PBR materials

    • Sigma
    • October 14, 2014 at 5:52 PM

    That would create some nice variation in it and only improve it further. The circular shape is already reinforced by the stairs so that stays in there regardless and the change is a nice little addition.

  • The random model thread!

    • Sigma
    • October 12, 2014 at 11:09 PM

    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=8713&d=1413140927]


    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=8720&d=1413146406]


    A little more work every time. I know some have seen it already -- but that's because I trust and respect this community in its ability to give feedback and lead and mentor others.

  • The Mapcore Mod Team

    • Sigma
    • October 10, 2014 at 7:31 PM
    Quote from Minos

    I'd love to create environment art for blocked out levels


    I don't know if time permits but I would be willing to help as I can (as well as have the mighty Minos teach me some things ).

  • Alien: Isolation

    • Sigma
    • October 8, 2014 at 4:07 PM
    Quote from Taylor Swift

    [Blocked Image: http://i59.tinypic.com/oh3a1h.png]


    That is the parking/construction cone from hell! Now I must play this.

  • The random model thread!

    • Sigma
    • October 3, 2014 at 1:09 PM

    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=8396&d=1412309930]


    [Blocked Image: https://forums.unrealtournament.com/attachment.php?attachmentid=8394&d=1412309045]


    Thought I would share this. I am getting a little closer on the highpoly being completed. I have not seen any other rocket launchers made yet so I am a little hopeful that once I improve/clean/bake that this might make it in-game (but not going to get my hopes up too high). Lots left to do though to just the highpoly.

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • October 2, 2014 at 3:42 PM

    They're waiting for the winner(s) to be named before they go showing off the maps. (confirmed)

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • September 26, 2014 at 12:23 AM

    I know for a fact I will not be able to make the deadline. Sorry gang (school and conferences interfere yet again!). I will complete mine regardless though at some point.

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • September 12, 2014 at 3:45 PM
    Quote from dux

    Basically: "I'm Chris. I'm winning the challenge."


    I contest this result on the grounds of . . . 'Merica!


    It is looking great though. I hope I have time to get mine done and submitted.

  • Diablo 3

    • Sigma
    • September 8, 2014 at 4:29 PM

    Caved. Bought and beat RoS over the weekend. Rolling in the low-level legendaries (level 48 Barb. FTW!). Ignored work for the weekend

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • September 4, 2014 at 11:19 PM
    Quote from TheOnlyDoubleF

    Mine will be way more unsymmetrical


    Sounds awesome! This is my first attempt at a full blown map so I thought I would limit some of the complexities I might encounter.

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • September 4, 2014 at 4:11 PM

    [Blocked Image: http://i.imgur.com/DPYWTWw.jpg][Blocked Image: http://i.imgur.com/4uDs4Ja.jpg][Blocked Image: http://i.imgur.com/EolDC8N.jpg]


    Just sharing what I am using as my floor plan for my map. Finally got it worked out completely last night -- as always though things will change when I translate it to 3D.

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • September 3, 2014 at 9:07 PM

    The grid size is powers of 10, but the texture sizes are still powers of 2. The UT system is entirely in centimeters, so if you are doing any mesh work just change your units set-up to centimeters. As for player heights etc. . . the approximate height of a player character is 182 cm tall (although my conversion rounded it up to 183 ).


    If someone started a standards map *cough*Chris*cough* (heights, jump distances, fall damage distances, etc. . .) and released it I would bet all my money that it would go over very well with the level design folks. My guess right now is that because the major UT systems are still using old UT3 assets that they are going to be sticking very close to the scale found there. I would take a look at the WIP maps included with UT though to help guide you in your designs.

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • September 3, 2014 at 4:15 AM

    If you can use Open Broadcast Software (OBS) or some other video capture software to do a run-through video, that would be very helpful to see how the movement and scaling of the map will work. From what I have gathered it seems that this is also the preferred method of demonstration on the official Unreal Tournament forums as well. As for being the only person working on a map--I guarantee you you are not (I have a floor plan I am finalizing at the moment before I move into 3D).

  • Mapcore's UE4 Whitebox Challenge

    • Sigma
    • August 30, 2014 at 5:00 PM

    One thing I did not notice in Beck ' goodness is that you can attach a point light to your camera in the perspective window making it easier to white box prior to lighting pass.

    Quick question, can we begin mesh work as well as part of the challenge or is it limited to brush work?

  • NEW Unreal Tournament!!!

    • Sigma
    • August 24, 2014 at 3:58 PM

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    New video up for this week. Also, if anyone is interested on the art side, I have started a trello board to try and coordinate some of the art work from the community. If you would like to be on there, just PM me your details so I can get you placed on it.

  • Mapcore Introductions Thread

    • Sigma
    • August 17, 2014 at 5:28 PM

    Ahoy! My name is John (a/k/a Sigma a/k/a Sigmafie).


    I started mapping way back in cs 1.6 (terribleness). I began doing 3D about 10 years ago and fell out of practice for a while due to University studies. I jumped back into "mapping" with Starcraft II and was fortunate enough to find and lead a great group of people. In the past year I have taken again to 3D work and am working to learn and improve my skillset, tacking on beginner's programming to the list. Currently I am working as a very slow indie and graduate research assistant while going to school for my Masters. I came across the Core randomly while searching for mapping tutorials and 3D asset implementation information and have not left since. This is one of the best communities I have found to date. Long Live The Core!

  • Do you enjoy your job in the games industry?

    • Sigma
    • August 16, 2014 at 4:23 AM

    I do not live to work. I work to live.


    While I do not have a job in the industry, I make sure to make enough money and have enough time to devote to the life I want to live and the person I want to be. Work life balance is the key (increasingly common as a major factor in people leaving MANY industries). It will always be easier to work on the projects you care about rather than those you have to work on to pay the mortgage. . . but those projects to pay the mortgage do not define you and are merely there to get you to lead your life on your terms in the non-work hours, days, and weeks.


    Paraphrasing a lot of studies I have read:


    If your company is not taking care of you for work-life balance, discuss the matter with your superiors. Perhaps they are simply unaware of the effects of current schedules and benefits. If they are aware, perhaps they need to be educated themselves on how to create more employee/employer/owner synergy. There is a reason that first responders (In the states) tend to work 4 days on 3 days off rotations, or why increasing benefits packages while not necessarily increasing base-pay works to attract employees, as well as other programs like ESOP's (Employee Stock Ownership Plan). To increase the value of those non-working hours for you so that you are happy as an employee. Happy employees produce greater quantities and higher quality work than non-happy workers.

  • Suggestions for graphics card?

    • Sigma
    • August 3, 2014 at 2:44 AM

    Not that you can really find them at the moment, but I am running on an NVidia GTX 550ti (just one). It lags a little inside of UE4 editor but I really do not get any problems in 3DS Max typically and hammer editor is just fine. If you can afford it I would go with Marcem's card (or SLI them if you can afford the drop in cash). THIS is probably your best bet in that price range. Just my $ 0.02.

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