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Showing content with the highest reputation on 02/05/2020 in all areas
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Chlorine
Squad and 2 others reacted to Thewhaleman for a topic
There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made. The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos. I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas. The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.3 points -
Working on a new environment3 points
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Welcome to Jingshen! Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly. Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly. Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design) Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676 Overview: More Screenshots here: https://imgur.com/a/nOCp3ls2 points
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Spoiler: you shoot stuff and stuff talks to you asking you not to shoot stuff so much but you ignore them and shoot lots of stuff2 points
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Chlorine
Freaky_Banana and one other reacted to Thewhaleman for a topic
Early concepts for Chlorine for those who are interested.2 points -
Playing GTA V again after many years. Still fun!!!1 point
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Feast
Freaky_Banana reacted to poLemin for a topic
Uploaded some fun comparison sliders to my website - Check out the progress done between the last playtested version and the final result: http://www.paulstangl.com/feast/1 point -
Chlorine
Interfearance reacted to JackT for a topic
I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?1 point -
Swamp
Interfearance reacted to Radix for a topic
I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout). So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated. I think you did a good job here.1 point -
Swamp
Interfearance reacted to WAve for a topic
I really love the fact that you've had the guts to try out something totally new with the Swampy water. We've never really seen environmental hazards in CS:GO before - at least not in a competitive map. I really look forward to seeing how it plays out in a 5v5 setting.1 point -
We have sent many pictures to each other that describe what we are thinking and then we have talked a lot to each other even though Morozov's English is limited and my Russian is non-existent. But in some way it has worked and now we understand each other well. Level design brings people together and in the end we all speak the same language.1 point
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Graveyard
Interfearance reacted to Freaky_Banana for a topic
Really love it! But I believe those radomes are lacking bottoms1 point -
Submerged
Interfearance reacted to Mildly Anxious for a topic
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Swamp
Interfearance reacted to untor for a topic
Thanks for feedback everyone, we will now fix that, will come in next update!1 point -
After a tough crunch time and several screenshots flipped, I can happily present my submission for the contest: https://steamcommunity.com/sharedfiles/filedetails/?id=1984227885 There are a few areas (specifically custom content) where I would have liked to get some more work in, but since I did a solo run, I had to settle on something manageable. I am happy with the result, and hope you guys like it too I'll leave you with some screenshots. And some more:1 point
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Swamp
Interfearance reacted to OrnateBaboon for a topic
Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues. This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players. It can be quite hard to clearly see players here, especially up against blood stained walls. This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.1 point -
Welcome to the outskirts of Louisiana! A bomb defusal map set in a swamp where the wood industry once glowed with enthusiasm and joy but then was forgotten by man. The sound of machines and humans silenced just as quickly as the water rose, the greenery grew and the animals took over. However, passing boats have recently heard the sound of man again and large shipments of goods appear to be coming to the old sawmill. Housing near the swamp has been in contact with the police... what looked like a routine mission became a struggle to survive, they were not equipped and ready for a fight against terrorists and the forces of nature. SUBSCRIBE AND PLAY! Screens under spoiler1 point
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New project (very early WIP)1 point
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Been playing around with some forests in Unreal, did this during a afternoon a few weeks back, The vista is missing a secondary layer of high mountains, probably snow capped, Same world with different fog settings, not super happy with it, nor am I disappointed it will look better as a deciduous forest instead of conifer, Thought I'd post something since it's probably been a year or so since I did WIP1 point
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Me before trailer : Haha fuck off I'm not paying £1000 to play Half-Life Me after Trailer :1 point
