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Showing content with the highest reputation on 08/07/2019 in all areas
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[UE4][WIP] "DM-LastBattle" DM/TDM map for Unreal Tournament
Freaky_Banana and 5 others 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!6 points -
[WIP] Flamingo
DutchCrazyGamer and one other reacted to blackdog for a topic
Have a Alice in Wonderland crazy golf set somewhere in the map, so you have the flamingo connection2 points -
I like the video actually, but yeah, when I saw demo reel I just assumed you're a animator right off the bat. You can still use videos to present your environment work of course, but I would probably categorize it on a portfolio somewhere instead, like: "here's my latest level with 5 screenshots and a flythrough video with some gameplay" and have a page like that for each one of your levels, it's just the right amount of organization that's easy for recruiters and leads to glace at. As for your work, I see some some really good texture work, some good modeling work but your lighting and presentation leaves a lot to be desired. A lot of the color maps from your materials seem to either be too dark or too bright, and it's making the lighting very contrasty. (See the western environment, that wood contrasting agaisn't the bright sand texture makes for a very unappealing and contrasty read) Another thing I've noticed is the lighting, it seems way too rushed and most of it shows me you don't know the fundamentals of lighting and color theory, I would recommend you read a little bit on both these topics next, this knowledge will bump you up to the next level. Good lighting can make a grey cube look amazing, but bad lighting can make the most amazing art pieces look abhorrent. Some cool links:2 points
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[WIP] Paradise
That50'sGuy and one other 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 Screenshots2 points -
Cool stuff @+Rusty+!! I would say be careful about resolution vs object size here, this is a minuscule object so having a lot of geo/big texture on it would probably not be ideal in most games, unless it's for a cutscene... Although if it's just for practice then never mind! ?2 points
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I've been watching GITS Stand Alone Complex 2nd Gig (found the bluray on Walmart for a really good price). Some episodes are a bit of a drag to watch, but the ones who are really amazing totally make up for it. Sometimes I'm thinking for days about some episode. I love consistent the universe and the characters are, how the music, humor and everything just mesh so well together to create something truly unique. I can't get sick of watching this intro And the music! Yoko Kanno is a genius.1 point
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Thank you @Sigma I will try to focus more on lighting and presentations as they are an essential part of the process. @[HP] Thanks for the feedback too!! I'm thinking about creating my own website with all my work so it's easier for the recruiters to see it. As for many of the projects my main complain is that they are projects from my master and we had a really limited time to create them, so we couldn't lose much effort on wether what was good or not. This gave us a lot of training on time managing and working under high pressure, but som of the artworks needed more work that we didn't have. For now I'm going to focus on improving some of the posts on Artstation and delete what is not considered specifically Environment and props. I'm also working on my final project now, which must be delivered on June 2020, so I will try to implement all your feedback in this big project1 point
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The dos and don’ts of CS:GO level design - a guide to assist you crafting a well working competitive layout for CS:GO ________________________________________________ New update (27th June 2019): The dos and donts of csgo level design - updated 2019-06-27.pdf Steam version of the guide here: https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811 ________________________________________________ Original Post:1 point
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[WIP] de_Monsoon
Interfearance reacted to Maritime for a topic
1 point -
Rain [W.I.P]
Donskioni 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.1 point -
Hey Pau, I agree with Mike that there seems to be a little bit of confusion between your stated role (Environment/Props) and your reel and portfolio. Why is there a character head if you're doing props and environments? If you do not need movement to show the nature of your work then stick with still shots. Recruiters and managers do not have time to watch unless they are specifically looking at motion (animation/vfx). They're literally going to do a "has chair, has table, good material definition, has talent" type of check. So I would start there. The second thing I would mention, and you have gotten much better, is to really spend some time on environments and/or props. Give them a lot of character. Go back in and really define a prop's story or the environment. Environmental storytelling is key and it takes a lot to get right. Look at some of the twitter threads by Ryan Benno (Insomniac Games) as he covers this in detail and really pushes for it, particularly with juniors. Right now, I see basics in your full environments, but not storytelling. Same with the props. Go back in and really refine where the rust shows on that airship and how large it is, etc. On this note as well, remove your weakest works from your portfolio. The bomb, futuristic pistol, and ShogunX (not the photogrammetry one, although remove the character face). My last note, remove the "(training)" from everything. You are a Environment Artist. Period. I hope that helps.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 -
What I'm Working On
gordonfeetman reacted to Squad for a topic
Damn, not even the tiniest of sneak peaks of the new version in the announcement Looking forward to it, FMPONE, and congratz on having the showmatch at ESL NY!1 point -
Blender
esspho reacted to Pericolos0 for a topic
I've been using 2.8 professionally since last year now, I think it's phenomenal! If anyone is interested, I updated my easybake script a few months ago. Makes textures baking quick and easy, with a similar setup to xnormal: https://github.com/leukbaars/EasyBake Plan to work on it a bit more soon so if you have any feature idea, lemme know1 point -
GG @FMPONE! https://www.esl-one.com/csgo/new-york/cache/ I guess everybody wants to see Shawn and Sal go head to head and headline the two teams1 point
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What's going on with your life?
TheOnlyDoubleF reacted to RaVaGe for a topic
Dadcore, A place for level design and diaper removals. (but more about diaper removals tho)1 point -
I have been using Blender 1/2 of my entire lifetime, so I am excited to see what is going on with investments and such.. I am a big fan of open source software, and for those who do sculpting you should check out the branch being worked on by Pablo Dobarro https://mobile.twitter.com/pablodp606/status/1145336342521556992 . I've testing it out the last few days and it is great. *Edit: As of 19 hours ago Pablo is now working for Blender. Also EEVEE is fucking awesome.1 point
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You actually do return to the police station from the sewers tho, but it's completely optional. You take a elevator up and come out in the main lobby of the station. You have to do this if you want to reveal the last Photographic Film, which if my memory serves me right it shows you photos of 2 hidden places inside the station where you can find some cool upgrades for your pistol. I'm fairly torn by the sewers myself, it used to be my favourit part of the original RE2, they used to have this big ass tarantulas which were scary af and I think you had to use acid to kill them. Overall, I wanna say the original had more enemy variety too. In the remake they added those weird big monsters that crap out little floating enemies, and like you said the level design doesn't feel as tight as the first third of the game. Your Umbrela Labs scale comment is a interesting one, now that I think of it, I remenber it feeling way grander in the original, it could be that since the cameras are static, you sort of like fill in the gaps in your mind and just assume you're inside these colossally big underground lab. I also preferred the grungier and industrial look of the original RE2's underground lab, I don't know if the clean white ipad aesthetic was entired successfully in the remake, specially when their screenspace reflections solution is pretty bad. Now that I think of it, I also wish you got to play outside a little bit more in this remake too, there's something awesome about dodging zombies in dirty back alleys. The white zombies also didn't make an apearence in the remake, although they are in the 3 mini story DLCs they released: The more RE2 remake lingers in my mind, the more I realize that it's full potential wasn't met, even tho it's most likely my GOTY.1 point
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[UE4][WIP] "DM-LastBattle" DM/TDM map for Unreal Tournament
Serialmapper reacted to Grusti for a topic
all right! Mass reimagine of the map! New concept art for the background, much simpler and atmospheric idea. Not sure about the planets ... Changes with the lighting because the previous one was not epic enough for my taste) Played with Quixel Mixer awesome program! Who not saw it already - you should) I create a couple of blends for rock surfaces and I should say that the quality is outstanding! also, I made a shader for my rocks with 4 materials mixed through masks Will try to finish all rocks in the near future cheers!1 point
