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Showing content with the highest reputation on 08/06/2019 in all areas
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Didn't want to quite hit the 2 month mark since last "update" so here's a few pics of me testing the scale of the current graybox ingame. Disclaimer: You might end up seeing maybe 5% of entirety of this in the final version. I will also not post a picture of the layout (not that you can't find it in google maps) as I've posted places only where floor already exists on the map.10 points
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[WIP] Paradise
That50'sGuy and 2 others reacted to Prec1sioN for a topic
Come to Paradise Island, We have the best Crates in the Caribean! - Mayor of Padarise Island Background Story After first struggling with finding bolth a theme and a good idea for a layout. I've now managed to get started with making a graybox version of my level. The Theme for my map is a Island named "Paradise Island" that is located in the caribbean and is well known for two things: Legal Drugs, and special Radioactive stones that can be found in Mines under the island, Terrorists are trying to stop the research team that was send to two of the places said Stones can be found at (almost) ground level, meanwhile CTs are trying to stop the terrorists from interfering with the plans of the research team. What is coming next? A lot of Playtesting Trying to find another person to collaborate with Adding Detail WIP Screenshots3 points -
Rain [W.I.P]
Donskioni and one other reacted to Interfearance for a topic
Small update #2 Video: Log: -Added vent (hole) to access window room from mid. -Added medium skill trick jump to get to the vent.2 points -
So major changes have happened to the map, b site has changed once again i started detailing some parts of the map and made some minor changes to the layout2 points
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2 points
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[WIP] Tube (greybox)
gordonfeetman and one other reacted to Radu for a topic
You should read this and revise your layout after newfound knowledge:2 points -
Opal
General Vivi and one other reacted to MikeGon for a topic
Working on some big changes! I spent a lot of time pondering over the core issues, and decided to tackle them: Removing "A chokepoint to Mid" connector (the vaulted tunnel that started under the platform there) Removing "B chokepoint to Mid" connector (the fact that the staircase room was directly linked to the large tunnel below) Adding new connector from Mid directly to bombsite, one for each. They are meant to be faster route than the other ones, and reduce rotation time Reworking layout of lower Mid, especially to make it more compelling for Ts entering the area Reworking layout of A site, namely extending buildings to reduce the number of angles we need to worry about Removing connector near Chokepoint A, that connected to mid (the area where Ts could jump on a white block and directly into a terrasse on upper Mid) Removed vine ladder on CT side of Mid. In short, there's no more awkward skip from the ground level into upper Mid Making a few more changes, then uploading that as a separate version on workshop. 2.0, I guess... ? Cheers!2 points -
de_napoli WIP
That50'sGuy reacted to Twinnie for a topic
Heyo, so this is my first map i have ever made so i am not that good at detailing or texturing. the layout has been made with playtesting with some friends and i also tested it in 5v5 bots. i hope the layout is fine. also i would like feedback so i could improve my map!! so good luck to everyone who's participating in this event!1 point -
Hello guys! I don't know where to put this so I let it here for now. Gonna remove it and post where it belongs if needed. I need some feedback on my Demoreel from my last projects, basic things like composition, shots, music... or anything you want to say! Everything is welcome Also if anyone wants to see my Artstation and give some feedback from there it will be much appreciated! https://www.artstation.com/itzomega1 point
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[UE4][WIP] "DM-LastBattle" DM/TDM map for Unreal Tournament
Freaky_Banana reacted to Grusti for a topic
I know, I know ... job, guys, a job takes a loot of my time now. But I have a small update, I recently tried Blender and it's awesome but I'm a bit slow right now because you know how it works) about what I have now Platform Wall grass for dressing Pillar and clouds, I grab a cloud from the shooter scene and change them a bit. the light blue color just to create a contrast with clouds on the skysphere. Slowly but steady, thanks!1 point -
Rain [W.I.P]
Interfearance reacted to Viter for a topic
Really like the rain & the sounds, very nice!1 point -
Blender
Interfearance reacted to esspho for a topic
1 point -
Blender
Zarsky reacted to Interfearance for a topic
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Thank you so much @MikeGon!! It's really nice to have some kind of feedback like yours I want to focus more on Environment art, but as I know Junior artists also tend to create a lot of props too before deeply going into environments. I'm trying to keep my Artstation as clean as possible, with a lot of images and some GIFs (Taken directly from my videos). I think is a fast way to see some more dynamic shots instead of going through all my Demoreel, but I'm also going to keep my videos in case someone wants to deepen in my work. Anyways, I'm going to take a look at those videos and see what I can learn. Thx again!!1 point
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I came into this thread expecting a game about the Maidan Revolution in the Ukraine. I'm an idiot.1 point
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Hey @ItzOmega, Your demo reel is great, but honestly I don't think demo reels even matter for artists anymore. They're important for content that needs movement by nature (animation, fx, audio...) but not for art. ? In all the companies I worked for, art leads would literally just browse ArtStation, find artists they like based solely on their stills, and make decisions based on that. They often completely ignore demo reels, because they have dozens of portfolios to skim through and they really don't have all day. It's a very fast process. That's why quality images beat videos when it comes to artist portfolios. (btw I'm not an artist myself so I don't know these things for a fact, but I heard this soooo many times that it's just burned in my mind at this point...) For your portfolio, if I can make a quick criticism I'd say that it's not focused enough in terms of role. What are you applying for? Are you an environment artist? character artists? props? weapons? Those are all different jobs in most cases, and I strongly suggest molding yourself towards a specific role, focusing only on that, and dropping everything else. Putting your time and energy into a single aspect will make you MUCH better at it, and the quality of your work will soon follow... It's daunting sometimes to take some projects off your portfolio, but think for the greater good! Also there's a few GDC talks about artist portfolio you should look at if you didn't already: Otherwise you stuff looks great! But it's all about making choices ? Good luck man, Keep us posted!!1 point
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Blender
-HP- reacted to Interfearance for a topic
Well I followed a basic tutorial to create this ugly sword: I really like a lot of the 2.8 changes. After taking time to actually figure out how to use blender, its actually pretty fucking simple. I don't know what anyone (myself included) is complaining about. -Edge loop tool is awesome -3D cursor is nice -Interactive creation + removal of gizmos by default seemed gimmicky but actually works really well. -Material browser does not try to be substance -New layers (collections) are a huge upgrade These were just a few things I liked in a 10 minute period. I get the hype now and I can't believe 2.8 is free. If the uv unwrapping and baking goes well I think imma switch.1 point -
It’s incredible to think that COD now offers a 50v50 option customisations: weapons, perks and streaks1 point
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Prodeus (random dev stuff)
General Vivi reacted to MikeGon for a topic
@General Vivi A lot of things have changed between the two, Glad to see you're comfortable with making layout reworks when needed!!1 point -
Btw, Alan Wake is free on Epic Games launcher, if you never played that game, I can tell you right away to go fucking play it now! It's a terrific game.1 point
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"They were all dead. The final gunshot is an exclamation mark to everything that had led to this point." Sam's a legend man!1 point
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[CS:GO] DE_Breach - Released!
blackdog reacted to Interfearance for a topic
@Vaya the areas where I felt this the most were def squeek and upper mid. The ladder pane should at least be broken like the one in balcony. @blackdog my cpu is wonky ever since the stock cooler fell off for a month. Even after replacing it for a liquid one and getting a glass case it was never the same. I'm getting a coffee lake i7 next week1 point -
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de_Vice
a Chunk reacted to sir goober for a topic
Alright fellas, it's been too long. W a a a y too long without a new update. The map looks completely unrecognizable (for the better). The lighting has been fixed, now emitting a cool cyan/purple glow throughout the map, instead of the blinding pink (no idea what I was thinking when I made that). 1 last thing before showing you all the screenshots, I usually test on the fast compile, meaning lights aren't as powerful. So when I compiled with HDR, the lights may be a lot brighter than I intended... But shouldn't really affect things! So here ya go. So a bunch has changed, hopefully these lovely screenshots will encourage you to test this map out =-] oh, and how could I forget? Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=18020247141 point -
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[TF2] [WIP] Precipice Event
Freaky_Banana reacted to TanookiSuit3 for a topic
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Listening to a lot of German stuff lately.1 point
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[CS:GO] Nero (wingman)
Freaky_Banana reacted to Rump3L for a topic
NEW WORKSHOP LINK Quite a few stuff were added and tweaked opposed to the initial version posted here. Some places were too open and empty, exposing too many angles or being fully vertically disconnected from below (f.e. the bridge "cat" without potential boosts). The layout did not change much, however certain areas were given some variability and depth. Detailed info in change-log on the workshop page. New and improved radar (additional illustration of all possible spawns atm for the sake of this report) IMGs showing some of the applied changes So far I'm enjoying this and hope you do aswell1 point -
Prodeus (random dev stuff)
Freaky_Banana reacted to General Vivi for a topic
1 point -
So, awp stands for awesome wallpaper photo, right?1 point
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Hey Mapcore this is my first post and my first map, its still work in progresss. Looking for some feedback and possibly some help in Hammer. Thanks ! Any questions about the map feel free to ask. Heres some screenshots and the minimap.1 point
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I didn't want to disturb the Q3 challenge, but I talked to Sprony and it was alright. I started this level last year at Grin, but then I never had time to finish it and I've been coming back to it a few times every year, but this summer I decided to just fix this shit up and release it, so here it is. It's a FFA and 2v2 for vanilla Q3, I haven't really played it much but it should work "alright". Download: http://www.zfight.com/misc/files/q3/rustgrad.zip ~35MB 5 years of hardship is over - it ends here.1 point
