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Showing content with the highest reputation on 06/23/2016 in all areas
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Trucking along with the SD contest. It's feeling really amorphous. Really needs some more definition. Not done a lighting pass yet so that might help. Decals might also help add a splash more colour.15 points
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[CS:GO] de_austria (WIP)
TECHNICKER and 9 others reacted to Radix for a topic
Already posted a picture in the WIP thread. Here is a little more of my current project: more pics: layout: Map size is medium, layout simple but tricky, with open areas as well as some close/medium combat. There are two main T-routes, which branch off to the "middle" at the first choke points. So gameplay should be fast and dynamic, map control is pretty important. Originally wanted the map to be some kind of remake of my very first big CS map I made in 2001 (that's what it looked like : pic1, pic2), but only kept some basic ideas and the setting... Took some inspiration from this place in Austria: As already said, the map is mostly done. Currently doing the boring part (such as clipping, tweaking fade ranges, bot nav, replacing some assets that I have borrowed, ...) Hope to get it ready for some public playtesting soon...10 points -
My current project Quarry. I know that the shadows are a bit inky and black in some places, I need to change my compile settings. The sign is an early version which I know looks extremely out of place at the moment, its just so I could preview the sign and it will be more worn out and rusted (when I finish it). Things I know I should fix: * Bombsite markings on the floor * Shadows * More detailing to the warehouses in the foreground and background. yes I am going to make the walls higher.8 points
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hehe. looks amazing! very inspiring3 points
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Updated the workshop, couple bugs and fps drops, now the tedious work http://imgur.com/a/fovaF3 points
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The Bridge Crane is an architectural concept exploring the idea of industrial shapes painted in large amounts of concrete and metal. While looking for inspiration and reference I came across some pictures of a Russian Aluminium Processing Plant and it gave me a good understanding of the scale I wanted to create. As some people may realize this is an old project of mine which I recently updated with a Youtube video flying around showing what it looks like in motion. (link below) Full write up on how it was made - http://www.simonoc.com/pages/design/concept/bridgecrane.htm This concept map (no gameplay) was made from 700Mb of textures, 400 models and plenty of HD light maps! Some alternative colour schemes for the textures: Youtube video flying around the map with music by Descara and Camera setup by QMM 1.72 points
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That's what I'm currently working on. Probably not the best idea to make an open map with plenty of organic shapes, so this is taking way longer than I wanted. But ~95% done atm...2 points
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Always been envious of Xbone folks of their amazing Forza series. But with the new Microsoft strategy, the next one will be out on PC and shit looks amazeballs!1 point
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I'm not much into driving games, and in particular o found Forza boring as hell. But when the first Horizon came out I spent dozen of hours on just the demo to compete for times with friends. Unfortunately price never dropped under the threshold I wanted to spend, and then my 360 fell in disuse. This looks superb in terms of location. Downside for me it's the kind of game that sucks you into countless of hours to perfect your runs, and I don't have that kind of time anymore1 point
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totally random texture thread
spence reacted to Jenn0_Bing for a topic
Cheers dude. Plants are tricky because they have so much randomness in them at every level and you're right that substance stuff comes out looking a little more artificial than other things. Same bend in a leaf, same number of leaves on every plant etc are tricky things to avoid in designer without going crazy with multiple generators for plants per substance I found this tutorial a big help getting me started. Then I just expanded on this and developed my stuff from there. Loads of variety helps, I've got 4.5(two share a leaf shape) separate plant shapes building up the foliage in my cliff.1 point -
A Game of Thrones
dux reacted to Steppenwolf for a topic
Have to agree the writing for that episode was a nonsensical clusterfuck but the cinematography was great.1 point -
Makes me want to pla DoD ? Stunning and inspiring work @Radix, keep it up! PS: this is going into Operation Snowflake this holiday season, called it1 point
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Looks promising, nice work!1 point
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Wow thanks, that's some feedback. I've actually fixed some of the problems you listed straight after the playtest including b entry and (5) sightline. Interestingly I also extended CT spawn exactly like you posted. Moved T spawn back too, to widen the timings a bit. I was about to dig into mid and make it more traditional but I think I'll keep it like this for now. Maybe I'll add some kind of overpass toilets thing to make the area more interesting.1 point
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I'm 20 hours in so far and this blows Fallout 4 out of the water in terms of RPG'ing. (Not that F4 is a bad game, it just forgot how to be an RPG to me)1 point
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1 point
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It was retarded is what it was. TV writing at its finest.1 point
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A Game of Thrones
leplubodeslapin reacted to dux for a topic
It would of made more sense and better writing to just set Rickon on fire like the other banners. But of course Ramsey misses all of his arrows but the last one. And of course Rickon runs in a straight line. I've watched it again and this episode is surrounded by THE DUMBEST writing I have ever seen. But the fighting was incredible. Sansa: WHY DIDN'T YOU ASK MY COUNCIL John: I don't know, I'm sorry. So what would you do? Sansa: I DON'T KNOW. WHAT WAS THE FUCKING POINT OF WHINING THEN IF YOU DON'T KNOW WHAT THE FUCK TO DO AAAAA.1 point -
Gotta fess, it looks boring as hell. It's trying to have a hook with the powers or whatever but I am so not interested in what I've seen at all1 point
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1 point
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totally random texture thread
Jenn0_Bing reacted to PogoP for a topic
Those plants are surprisingly effective, nice work! I always found the Substance generated foliage stuff to never look quite as nice as hand-made foliage in Max. Would love to see more details on how you went about creating those.1 point -
1 point
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@Skybex and I work on a map called cs_concert set in an amphitheater. We've recently added a wall of fame and still need a good amount of pics. If you want a chance to be part of it just PM me some of your pics extravaganza. The current wall of fame with lots of placeholder pics that wait to be replaced: PS: It would be best if you looked like a musician (with some sort of instrument), group photos are also welcome.1 point
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1 point
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totally random texture thread
Jenn0_Bing reacted to Steppenwolf for a topic
Wow that's awesome Jenn0_Bing!1 point -
totally random texture thread
baem123 reacted to Jenn0_Bing for a topic
Oh man, it's good to see other people here playing with substance. I finally caved and started getting into it a bit over 2 months ago, after eyeing it cautiously from a distance for a while. I think I've developed some kind of addiction now. This is the first one I've finished that I really feel is worth showing off though, everything generated inside Substance Designer. It's got a pretty hefty graph. I guess it is essentially 2 substances combined though between the rock and the foliage.1 point -
I'd say that blue hair girl looks weird, I know chars were also all over the place In Q3, but in a way I don't feel she belongs. Also... bring Klesk, Orbb, Bones, Xaero and Anarki back!!!! I'd love to see SP on this too, but the word "Champions" almost guarantees you it's going to be MP only, and there's nothing wrong with that if they nail it like they did with Q3.1 point
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1 point
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Just want to say I've finally had the opportunity to sit down for a few hours and watch this, and I'm blown away. Will definitely come in handy as an instructional guide for so many people.1 point
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WIP in WIP, post your level screenshots!
OrnateBaboon reacted to TheGuma for a topic
Some more progress pictures Also, some people complained about the ugly letters on the building, so I've improved it1 point -
Well, I don't really remember the original post, so the following is not about Michael Greenwood's map specifically. But in general I noticed that in the last time many people post their (too) early greybox maps. What do you expect from it? Do you really think that someone would play a map (where pretty much everything is bad) for a couple of hours in order to give a qualified feedback? Would you do this for anybody else? Surprisingly some people of this amazing community still take their time and look at the pictures/layout, maybe even play the map if available. The result is - of course - often negative feedback. Things which you would have noticed if you cared about your own map. Every early greybox map is bad in the beginning. That's normal. You can't expect positive feedback when pretty much everything is bad. And you can't create something good without making mistakes! So make your mistakes, then try to fix them, then post your stuff. I'm probably not the one to give advice, because I'm not really good at making maps. But I suggest: 1. Make your first greybox. 2. Play it ffs. (with bots) (until you find something that you don't like) 3. Change what you don't like. 4. Play again. 5. (...) As soon as you are happy with your map, start with the architecture mock up, so that you get an idea how the map could look like after detailing. THEN it's maybe time to get some feedback from other guys to get aware of things you didn't notice etc. Then you will probably get better and more qualified/useful feedback. And it won't end up frustrating with mostly bad comments like in this thread... On the other hand I often don't like how some people talk about other people's maps. It's often like "do this and that", "this looks bad/boring/...", ... If you give feedback, try to stick to some simple rules: 1. Start with something positive. 2. If you want to criticize something, try to use terms like "I think that..." or "I would change this...". Your critique is still just your opinion and you might be wrong (as well) even if you are the godfather of level design himself.1 point
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1 point
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The random model thread!
Squeebo reacted to Steppenwolf for a topic
Yes Blender has splines but i used a different method that i found to be much more suitable for modeling this type of ornaments from ref. Which is also the reason why i learn Blender. This technique doesn't work in max or at least it would be much more cumbersome. Basicly in Blender you can create polystrips like for retopo that have depth and curvature to them but you can do it mid air easily which i'm using for the outer shapes and edge flow and then you have some very powerful scripts to fill in and create polies which are context sensitive and all use the same keyboard shortcut. Here is a video demonstrating the technique: Blender also has another alternative/extension to splines which is some next level shit called bsurfaces:1 point
