Looks amazing. Can't wait to map for cs2!
Posts by Ubuska
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Hello. My name is Peter Gubin and I'm professional environment artist with both AAA and indie projects experience.
Email: [email protected]
My portfolio and CV: http://www.thewarpgames.com/petergubin
Some examples:
[Blocked Image: https://static1.squarespace.com/static/535f11e5e4b0a4907f978c3a/t/5ae61336aa4a99e1420ac799/1525027807797/HaloUE4.jpg?format=750w]
[Blocked Image: https://static1.squarespace.com/static/535f11e5e4b0a4907f978c3a/5b605fc0758d46a989b7a94e/5b75c85088251b26ed0bab3d/1534445675825/03.jpg?format=2500w]
Thank you,
Peter
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Hello. My name is Peter Gubin and I'm professional environment artist with both AAA and indie projects experience.
My portfolio and CV: http://www.thewarpgames.com/petergubin
Due to NDAs I shared only my personal works there. After some time hopefully I will be able to share some of my professional work there also (and remove old stuff too).
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Quote from Vilham
35 minutes ago, Vilham said: Nice, looks awesome, whats performance like?
The depth of the lines in the floor look pretty large and make it more difficult than it needs to be to read the surfaces, out of interest how do they interact with grenades? Do they use player collision?
Yes, grenades interact with player collision. Performance-wise it works great even on low end machines thanks to scalability settings, heavy LODing and stationary lights. Though there is a room for improvement performance-wise and in terms of visuals to the low settings scenario. I will make more lights stationary to make low graphics look better.
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New version of DM-Chamber has been released.
Changes: collision bugfixes, art fixes, slight optimizations.
https://utcc.unrealpugs.com/map/348-DM-Chamber
Also I made a video for this map
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Here's breakdown of the map in terms of art pass - final collision and blockout stage. Pretty interesting stuff I think

[ 1 ] Art pass - Final Collision - Blockout
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[Blocked Image: https://pbs.twimg.com/media/Dlmd_XlWwAANhSH.jpg]
[Blocked Image: https://pbs.twimg.com/media/Dlmd_cMXsAA2bTg.jpg]
[ 2 ] Art pass - Final Collision - Blockout
[Blocked Image: https://pbs.twimg.com/media/Dlme2vXXgAEZKaI.jpg]
[Blocked Image: https://pbs.twimg.com/media/Dlme2wyX4AAc-O3.jpg]
[Blocked Image: https://pbs.twimg.com/media/Dlme2xxWsAAj5Wa.jpg]
[ 3 ] Art pass - Final Collision - Blockout
[Blocked Image: https://pbs.twimg.com/media/DlmfMyvWwAASJ1y.jpg]
[Blocked Image: https://pbs.twimg.com/media/DlmfMz0WwAAcrLq.jpg]
[Blocked Image: https://pbs.twimg.com/media/DlmfM1HW4AYnQw0.jpg]
[ 4 ] Art pass - Final Collision - Blockout
[Blocked Image: https://pbs.twimg.com/media/DlmfjFmW4AA1JXj.jpg]
[Blocked Image: https://pbs.twimg.com/media/DlmfjFzWwAEbXz9.jpg]
[Blocked Image: https://pbs.twimg.com/media/DlmfjHGWwAA8uF6.jpg]
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Quote from Interfearance
11 minutes ago, Interfearance said: Wow this looks great! The flowing curves looked really hard to make. Did you use maya to make the assets?
Thanks!
I used blender for all tasks. Flowing curves was hard to make look right, actual making process was pretty straightforward though. I used curves and when I felt that they look good I converted them to meshes and optimized/unwrapped them.
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Finished this map today, you can download it here: https://utcc.unrealpugs.com/map/348-DM-Chamber
This was hard to pull off because art in this map is custom 100% and I managed to get the size of 150 mb which is great. Making this level was a blast for me so please feel free to play it!

[Blocked Image: https://i.imgur.com/cQnDFZW.jpg]
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Hi, here's a couple of updates. I more or less finished with rough modelling, starting to refine assets.
Trap room rough modelling
[Blocked Image: https://cdn.discordapp.com/attachments/211985922529427468/447174934486319114/unknown.png]
First textured asset. This asset uses one tiling material with single unique mask texture with no bake. I'm using custom vertex normals to give it rounded look. I plan to produce assets that way - using just one (sometimes don't uses at all for not significant assets) unique mask per asset.
[Blocked Image: https://cdn.discordapp.com/attachments/211985922529427468/450414583098638336/unknown.png]
I also use mesh decals for additional details. Will add emissive for some of them later on.
[Blocked Image: https://media.discordapp.net/attachments/230342536420392960/450435404794167296/unknown.png]
And lastly, some rough modelling for other rooms
And here's some experiments with emissive mesh decals
That's it for now, thanks for watching

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Trap room modelling progress for my UT4 map called DM-Chamber
[Blocked Image: https://cdn.discordapp.com/attachments/230342536420392960/447173515917918248/unknown.png]
[Blocked Image: https://cdn.discordapp.com/attachments/230342536420392960/447176027492450324/unknown.png]
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Glad that they took this over-the-top style for a sequel, there should be more games like this.
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RELEASED
Map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber
[Blocked Image: https://i.imgur.com/cQnDFZW.jpg]
[Blocked Image: https://i.imgur.com/vzsglzE.jpg][Blocked Image: https://i.imgur.com/pSxTxdV.jpg][Blocked Image: https://i.imgur.com/UxWW3K6.jpg][Blocked Image: https://i.imgur.com/6PkLCET.jpg][Blocked Image: https://i.imgur.com/wm7KKtC.jpg][Blocked Image: https://i.imgur.com/K4bLOtA.jpg]
Old post
Hi! I'm making DM map for Unreal Tournament 4. The goal of this project is to make fun cool looking map with custom art within 100 mb file size.
It features trap room in the center of the map and zero grav pools. Playtesting was really fun

Here's bsp layout screenshots
After 5 versions of this map and playtests I started an art pass for this map. Still very rough but I managed to come up with some interesting basic shapes and basic lighting, so it's a good start I think.
This map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber
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Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook.
Here's the concept itself and my implementation captured within UE4.
For this scene I used interesting technique - all assets made using custom vertex normals + bevels and tiling materials with no bake. Details made using deferred decals (normal, emissive).
I can post some breakdowns if there is need for that. Let me know!
Highres version here: https://www.artstation.com/artwork/BdXqk
Also you can check my artstation for more stuff: https://www.artstation.com/gubin
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