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Pericolos0

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Everything posted by Pericolos0

  1. oh boy 8 years! Yeah the game is quite CPU intensive
  2. Lmao finally people notice
  3. Hah, I guess I've had this problem in every 3D modelling package :p. I believe this was one of the reasons adding a gizmo to blender was so controversial for so long! I agree priority could be different
  4. welcome to 3D modeling lol. You can use middle mouse to lasso select the vert
  5. workshop tools are out! We included sources for all the maps as well. Enjoy! https://steamcommunity.com/games/546560/announcements/detail/3758762298552654078
  6. paging @RD fy_iceworld mystery needs to be cleared up once and for all!!
  7. smooth turning just got added: https://store.steampowered.com/newshub/app/546560/view/2100307193365928744
  8. I did a bunch of props but not those :p. I spent most of my time on architecture, textures, lighting/athmosphere and vistas
  9. Pericolos0

    de_toledo

    lol I might somewhere
  10. where are you guys finding these high res new map screenshots, they're almost impossible to find!! Looks awesome from what I've seen so far
  11. Pericolos0

    Blender

    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 know
  12. +1 for Blender thread! I've been using it for my professional work for over 2 years now, and it's really made me love modelling again. Of all the modeling packages, its probably the best one for level design too
  13. no real difference on an audio level really. Analog just means the signal isn't being created by a computer program. Because of this the signal can come with imperfections or weird quirks, which can be desirable! The circuits tend to be simple and moddable. Some people solder different resistors on the Volca beats to get different sounds (there's an easy mod that makes the snare sound more like an 808 snare for example). Analog synths tend to come with tons of dials, so they are a lot of fun if you are more of a tinkerer :).
  14. Volca FM is not analog These things are super fun though, I have a Korg Monologue and Volca beats I toy around with a lot =). My girlfriend has a bunch of synths and drum machines as well, lots of fun to hook them all up together and just jam.
  15. if you want to save money stick to 16gb instead of 32gb. Very likely you won't notice any difference and you can always upgrade later on. I did this and still haven't found the need to upgrade, and I do tons of high end rendering work. Consider getting i5 instead of i7 too if you want to save money there. For most daily use and games, you also likely won't notice any difference.
  16. You'd probably like this: https://pi-hole.net/ I have a raspberry pi sitting next to my router, dilligently blocking all ads and tracking before they can even reach my pc or phone, its awesome! Makes browing fster too because the ads don't even get to load also, to stay in the spirit of the thread: I bought a house!
  17. congrats!! And welcome to the Seattle area
  18. Oh man, I'm really bummed to hear that :(. Wishing all the best to you and the rest of UltraUltra
  19. That looks awesome!! Is the geometry mostly built in hammer?
  20. TBH, it's valid criticism and definitely stuff you should think about as a LD and env artist. Looking at it from the outside, some design decisions that were made on a fast evolving project can seem strange or non-obvious. Things you wouldn't do when working on something yourself or on your own time. Art wise, it may seem that doing a vista takes more time than doing a road, but under gameplay constraints a vista is much much easier because it fully blocks off the gameplay space and solves a lot of potential issues on a game that has characters that can fly or climb up walls. Route66 did actually at some point make more sense layout wise, as the warehouse started out as a tunnel. with another open end at the final point. You can still see this in Nick Carver's concept art here: This was the original end of the map, and I even had a vista blocked out for it, with a road going off into the distance. However, the map had gameplay problems and design felt the player spawn should be behind the capture point, so we changed that part. At this point we were close to the deadline so it wasn't possible to go back and change another part of the map to fix it up. Going back and changing something that is already art-finished is a big cost in game dev, especially if it potentially opens up a bunch of other issues that will then need more play testing. At this point, people already liked the map, and ultimately gameplay comes first so you can only do so much as an artist trying to make things make sense. There's a story like this for pretty much every overwatch map
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