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Showing content with the highest reputation on 05/10/2019 in Posts
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WIP in WIP, post your level screenshots!
GrillusRetardus and 6 others reacted to AlexM for a topic
I haven't been actively doing 3d work in almost 10 years and I've missed it a ton. I decided to enter a contest my city is holding to design a park installation that acts as a shelter for rain as Vancouver has a very large rainfall. As part of this I also bought a license to Houdini to make my submission so I was learning Houdini at the same time while I made this. I might have taken on more than I can chew but I vowed to have something complete by the submission date because I hate not finishing projects. I made it but I wasn't able to make a diagram explaining how to take it apart and put it back together again (think ikea instructions). Rendered in Unreal engine. Here's my submission with my design goals description.7 points -
Hello, for those that do not know me, I'm David, a self-taught Weapons & Hard Surface 3D Artist. In this post I will share with you the steps I had to follow in order to make this scene for my entry in the Hum3D weapons challenge. I still consider this piece a work in progress and I plan on updating the entry once I come up with a better lighting setup. Everything that composes the final shot is modeled from scratch in Blender 2.79b, textured in Substance Painter and rendered in Marmoset Toolbag. Marmoset Toolbag was also used to bake the AO and Normal maps because it does a better job than Substance Painter (Marmoset is super intuitive and it gives you a lot of control over the baking process). I started with the most time consuming piece: the pistol. Initially I wanted to make the SIG Sauer P226 but later on I decided to switch to the P228 variant since the P226 grip resembles the wood in the way the material needs to be textured. Wood is nice but texturing wood is a struggle for me and for many other artists. A flat piece of wood might look good but when complex shapes come into play, only a few people can come up with a realistic texture. Excepting for the switch to the P228 model, the modeling phase did not consist of any challenges. Here you can see the lowpoly and highpoly models. When it comes to the UV unwrap, I had a few mirrored pieces. The faces you see missing are being mirrored from the other side. Overall, the pistol has a small amount of mirrored parts and I believe I could get away with 0 mirrored parts if I wouldn’t focus so much on showing the internal pieces. Unwrapped to use 1 single texture set at 2K resolution. For the highpoly model I added more detail to the base model, separated some pieces (more visible in the top down view) and subdivided the mesh for a clean and smooth look. For the front of the grip, rear of the grip and trigger guard I used floaters to add the details. Here is the low poly model with the Normal and AO maps applied. 5.1k polygons I am super pleased with the baked maps. The lack of detail in the mesh is not visible at all when the Normal and the AO maps are applied. From left to right: Highpoly, Lowpoly, Lowpoly+Wireframe. Moving on to textures. As you might have seen already, the focus on my models is the realism and the game ready aspect. Shortly after the P228 model was done, I jumped straight into Substance Painter and did a rough texture pass, matching the look and the colors as good as possible with the real life counterpart. A solid week of detailing and watching reference videos and pictures came after this. I think it was worth every single hour. I definitely improved a lot by doing this. I like to duplicate my model and mirror the duplicated piece in different positions. In this way I can look around the model and see the separate pieces as well as the final model. The SIG Sauer P228 is my best weapon model to date and I took my time to learn as much as possible during the making of it. In total, I spent over 2 and a half weeks only on the pistol, texturing taking me over half of that time. This is the top down view I was talking about when I said I separated the high poly slide model. In order to add the separated metal piece in here I modeled it separately and it really adds that little extra realism.5 points
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With the pistol done and out of the way, I made a case for it and shortly after that, a 50 round ammo box that fits in just nicely next to the pistol and the mag. In order to keep the level of detail up there, I made custom alpha masks and textures for both the case and the ammo box. If I learned anything from participating in this contest is the fact that scenes are extremely hard to light properly. I have a lot of respect for those that specialize in Level Design, it must be really hard to light a scene and make it feel alive. I hope you enjoyed reading through and I'm looking forward to hear what you guys think I could improve in my workflow and especially how I could improve the final scene. All the best, David4 points
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Yeah, it's incredibly sad :( It's been the absolute best time of my career, working together with some incredibly talented people and just having a great time making games. Really thankful and impressed that we actually shipped a game of ECHO's size with a tiny team, that was also critically well received (as well as winning a bunch of awards). Also just sad that the world will never get to see our second game, was really something special. BTW I'm back at IO again, most of the team has found new jobs, though not quite all.4 points
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David Oroian | Hard Surface & Weapons 3D Artist
Serialmapper and 2 others reacted to Ordanicu for a topic
Hello everyone! I'm David, a self-taught 3D Artist passionate about games and game art; specializing in Weapons and Hard Surface modeling. With every project I aim to up the challenge and improve my skills. You can find my work on Artstation: https://www.artstation.com/ordanicu Latest work: SIG Sauer P2283 points -
Wow after about 15 years I get to see what my beloved THLS played and looked like. For how WIP it looked I thought it was pretty good! I really liked the slow intro and build up, I'm a sucker for that sort of atmospheric stuff. And don't forget They Hunger 1 had a pretty long intro + walking. Sure this could of been a bit shorter but for the most part it seemed pretty good! Some excellent work on display for mid 00's source. Definitely suffered a bit too much from HL2 assets, did still feel like it was still in City-17/Lost Coast at times because of that but hey, WIP. Seeing this now is pretty bittersweet as I would of loved this if it were to have been released.3 points
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Work In Progress Breakdown for the SIG Sauer P228 scene
Ordanicu and one other reacted to That50'sGuy for a topic
This really fascinates me knowing that one day this level of detail will be the standard for 3D game models, And then some. You did a great job!2 points -
nice! trying it out myself while re-purposing my battle island map how it looks in hammer how it looks in game (without details) added some details (but still need to work on the masks)2 points
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[CS:GO] de_border (W.I.P.)
TECHNICKER and one other reacted to That50'sGuy for a topic
Sure! I'll give it a try and hopefully reduce some of the blue/green lighting. Thank you for your feedback.2 points -
[CS:GO] de_border (W.I.P.)
TECHNICKER and one other reacted to RedSkittleFox for a topic
I really like what you did here but I think the light color is a little off.2 points -
Aka the game I've been playing for the past six months on a daily basis2 points
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[CS:GO] AS_Evac & VIP mode (WIP)
That50'sGuy and one other reacted to UNREA1 for a topic
Not sure if I understand exactly what you mean, because if anything I think the VIP might be the person who gets to spectate less in a round in most situations. You see, if the VIP gets downed (loses all his 150HP) other CTs will have 30 sec to pick him up or VIP will bleed out and the round will end. Whereas another random CT when he dies he'll have to spectate however long the round lasts because him dieing doesn't change anything. Apreciate your comments @blackdog, thanks! Yes, the VIP is selected at random at the begining of each round. We also included a little extra QoL thing, that allows a CT to claim VIP from a bot if one happens to be select to be VIP, similar to how you can take a bomb from a bot in Bomb Defusal maps. Thought about doing this because we can't possibly teach bots how to play the mode, and even tho there's things that can be done optimize their play, ultimately bots are random, and if there's no bombsites or hostages they just do w/e the F they want. So instead of wasting time trying to pretend bots know how to play, we just accepted this is a mode, and somethings just can't be done without propper tools so we just focused on making the player experience better. Both of these features (being able to pickup the VIPs body and being able to claim VIP from bots) work towards making playing with bots still an enjoyable experience, even if they don't really know what to do. Thanks!2 points -
I was wondering what was Bernthal tease about a few days ago. Ubisoft not waiting for E3 to announce the new Ghost Recon: an enlarged Wildlands. The full reveal is a bit off-sync for me; actual gameplay starts like five min in after the cringe1 point
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Hello! The project is alive and kicking. For now all members of the team have played the game with basic blockout and default enemies, and there has been a lot of feedback for us to consider, from basic scale to general flow from gameplay itself. Some of the main guns are now in developement. We are trying them with a basic blockout while we work on the final ones. Main pistol Laser gun We also just finished all the assets that we are going to use as a resource as we create all the buildings from the town. There are all king of assets, from metallic fans, to electric poles, solar panels or antennas. Character team is also working really hard with the enemies, using all the concepts that we set as reference. We are also preparing a tutorial for custom character import in UE4, that we will share once is finished so it can be usefull to anyone that wants to create a custom mod for the game. For now the project is going great and we are excited as it seems it’s going to have a great result. We will update the project as we game some gameplay video to show and everything that we are woring on right now gets in a good state.1 point
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[CS:GO] de_aldebaran [WIP]
TECHNICKER reacted to will2k for a topic
So, your appetite for making custom models and materials is increasing, huh! Is it possible for the rocks and the castle/fortress walls to not have the same beige/brown color palette? I believe having the walls slightly lighter in color would help with the scene composition and visual differentiation. Otherwise, looking good1 point -
[CSGO] Dojo (defuse map)
a Chunk reacted to RedSkittleFox for a topic
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[CS:GO] de_border (W.I.P.)
That50'sGuy reacted to RedSkittleFox for a topic
The light has too much greenish-bluish accent in my opinion, sth like sea color. I would move light color closer to white.1 point -
[CS:GO] de_border (W.I.P.)
RedSkittleFox reacted to That50'sGuy for a topic
I'm glad to hear that. What about the color do you think needs modifying? Any information helps.1 point -
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[FC5] Moonshine
Freaky_Banana reacted to Squad for a topic
Looks pretty cool ? I haven't played FC5 myself, nor am I familiar with FC modding, is the Stealth Mode stock content or did you implement it yourself? Some feedback after having watched the playthrough: I only watched the playthrough, but I'm assuming the level is non-linear (at least to a degree). I think what was lacking overall was (a) point(s) of focus/direction. There's hardly any contrast in lighting while a night theme would be especially suitable for this! The mood is nice overall, but overall little stands out to guide the player.Since it's an escape scenario, it would be helpful to give the player a glimpse of roughly where the extraction point is in the beginning of the scenario (for example, a distant guard tower with searchlights next to the entrance/exit of the compound). Keep it up!1 point -
WIP in WIP, post your level screenshots!
That50'sGuy reacted to jehy for a topic
I'm working on my first map and think I've stumbled my way into a layout I like. I still have no idea what to do with CT spawn and have yet to add enough cover anywhere but B site. Anyone willing to offer some thoughts and suggestions on the overall layout at this stage? On the screenshot I put lines that roughly show where rushing players can make contact.1 point -
[CS:GO] de_border (W.I.P.)
RedSkittleFox reacted to That50'sGuy for a topic
Hi everyone! Today I'm releasing another update! Bombsite A has been heavily re-done, and Bombsite B has been temporarily removed for re-design while A-Site gets tested Feel free to give it a try and leave any feedback: https://steamcommunity.com/sharedfiles/filedetails/?id=1713599987 Have a great day! And enjoy this view of the river near A-Site1 point -
The editor is super limited, but the terrain tools are nice. You can't have custom assets, but they brought assets from a bunch of their games like the previous Far Cry games and Assassin's Creed. I'm doing something inspired by Vietnam. Hopefully I will finish it by the end of this week.1 point
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That ain't Hope County, son! The visuals remind me of a cross between the African savanna in FC2 and the tropical island in FC3, and certainly don't look like the rugged mountains of Montana. Are those custom assets or stock? Looking real nice, keep it up.1 point
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Maybe he wanted a slow atmospheric start, but ended up dragging it for too long. There's some good ideas there and overall interesting map design. I like that they make the most out of the spaces with overlapping routes and verticality. I don't know, I think they just overestimated how much more work this would be compared to a Half-Life mod. There's also less enemy variety to work with in Half-Life 2. That must have been frustrating. Then L4D comes out and it's so much better than what you could ever make.. and you basically quit.1 point
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WIP in WIP, post your level screenshots!
AlexM reacted to Freaky_Banana for a topic
Seeing as I will be on vacation for the next week, I wanted to get this out there. You already got a sneakpeek of A, so here is B: And the overview. At this point there is barely any resemblance with what Oakwood once was, but it is very recognizably the same idea. So what do you guys and gals reckon, does this deserve its own thread or do I continue posting in the Oakwood listing? (#Everything is wip and those light balls aren't usually present, that was just a weird compile error... does anyone know a cause?) (workshop link: check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1693753275)1 point -
de_archives After days of countless threats, a small terrorist group has launched an attack on a small town outside of Grosseto, Italy. The group hopes to hold the archives complex for it's powerful strategic position, and high elevation. Thankfully, a GIS Counter-Terrorist squad has made efforts against the group, leaving only the most powerful members alive, holding a formidable position in the archives complex...A tough scenario lies ahead for both sides of the conflict. Workshop link https://steamcommunity.com/sharedfiles/filedetails/?id=1702736973 Screenshots - https://imgur.com/a/wyyaZ95 Overview Radar Image Trailer - Let me know if you have any feedback. Would love to make this better. Thanks! Good luck, have fun!1 point
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[CS:GO] de_aldebaran [WIP]
TECHNICKER reacted to Serialmapper for a topic
Updated to version beta2 after testing a few times with real people. I'm still refining the layout so most of the textures are dev.1 point -
[decompiled] dz_blacksite | dz_sirocco
That50'sGuy reacted to smoGG for a topic
Wow this looks amazing! I'm relative new to sprites, maybe you could help me out and upload the .bsp and the detailsprites, and everything you need? That would help me alot. So I can see how its done :) greetz smoGG1 point -
[decompiled] dz_blacksite | dz_sirocco
That50'sGuy reacted to text_fish for a topic
Would it be possible to use this new detail sprite system on a vertical plane to make ivy on a wall, or will the masks only allow for horizontal(ish) detail?1 point
