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  3. Ubuska

Posts by Ubuska

  • Counter-Strike 2

    • Ubuska
    • March 26, 2023 at 3:42 PM

    Looks amazing. Can't wait to map for cs2!

  • [UT4] DM-Chamber

    • Ubuska
    • September 5, 2018 at 8:37 PM

    Chamber has been noticed and retweeted by UT official twitter account which is nice :)

    I wish though that the game and community maps received more attention and love from the developer..

  • Experienced 3D Environment Artist (Asset creation/texturing/material authoring)

    • Ubuska
    • September 3, 2018 at 2:11 PM

    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

    PeterGubinCV.pdf

    Some examples:

    [Blocked Image: https://static1.squarespace.com/static/535f11e5e4b0a4907f978c3a/56af3bb805caa7fcff28b043/56af3bb8859fd0d27cf394af/1454324669466/peter-gubin-highresscreenshot00031.jpg?format=2500w]

    [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

  • Peter Gubin - Environment Artist

    • Ubuska
    • September 3, 2018 at 2:02 PM

    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).

  • [UT4] DM-Chamber

    • Ubuska
    • August 28, 2018 at 10:46 AM
    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.

  • [UT4] DM-Chamber

    • Ubuska
    • August 27, 2018 at 9:48 PM

    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

    External Content www.youtube.com
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  • [UT4] DM-Chamber

    • Ubuska
    • August 27, 2018 at 2:54 PM

    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

    [Blocked Image: https://pbs.twimg.com/media/Dlmd_XmX4AMfwiw.jpg]

    [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]

  • [UT4] DM-Chamber

    • Ubuska
    • August 15, 2018 at 3:08 PM
    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.

  • [UT4] DM-Chamber

    • Ubuska
    • August 15, 2018 at 2:37 PM

    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]

    [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/K4bLOtA.jpg][Blocked Image: https://i.imgur.com/wm7KKtC.jpg]

  • WIP in WIP, post your level screenshots!

    • Ubuska
    • July 11, 2018 at 9:09 AM

    My progress on central room for DM-Chamber (UT4 map)


  • [UT4] DM-Chamber

    • Ubuska
    • July 6, 2018 at 3:37 PM

    Finished modelling of this room, and almost wrapped entire modelling part. Almost there :)

    Lighting/texturing are temporary


  • [UT4] DM-Chamber

    • Ubuska
    • June 26, 2018 at 9:41 PM

    Still working on this thing :)

    All lighting is just a draft.

  • Europa

    • Ubuska
    • May 30, 2018 at 11:07 PM

    Just WOW! Looks amazing! I wonder who that Helder Pinto guy is though :)

    Btw, this looks like a painting, so rad.

  • [UT4] DM-Chamber

    • Ubuska
    • May 28, 2018 at 12:08 PM

    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 :)

  • WIP in WIP, post your level screenshots!

    • Ubuska
    • May 22, 2018 at 2:30 PM

    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]

  • Rage 2

    • Ubuska
    • May 16, 2018 at 4:33 PM

    Glad that they took this over-the-top style for a sequel, there should be more games like this.

  • [UT4] DM-Chamber

    • Ubuska
    • May 3, 2018 at 11:28 PM

    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

  • [UE4] Forerunner beacon

    • Ubuska
    • May 2, 2018 at 2:19 PM
    Quote from NikiOo

    1 minute ago, NikiOo said: So it's actually just a 2d concept art from halo? That's incredible how you managed to bring it to 3D.

    Yeah, I tried to find it in the game, but looks like it was morphed into something a bit different. The hardest part was to reinterpret it in 3D.

  • [UE4] Forerunner beacon

    • Ubuska
    • May 1, 2018 at 2:54 PM

    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

  • [ReflexArena] WRDM2 - Downfall

    • Ubuska
    • June 12, 2017 at 1:51 PM
    Quote from Sprony

    On 25.05.2017 at 0:15 AM, Sprony said: Holy shit, that art looks much better than most Reflex maps.

    Thanks! I really enjoyed working on this map probably due to limited editor capabilities and with provided reflex art only.

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