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Pericolos0

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  1. Awesome
    Pericolos0 got a reaction from esspho in 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
  2. Like
    Pericolos0 got a reaction from ┌HP┘ in Epic Games Store   
    +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
  3. Like
    Pericolos0 got a reaction from Zarsky in Epic Games Store   
    +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
  4. Like
    Pericolos0 got a reaction from AlexM in What have you purchased recently?   
    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 :).
  5. Awesome
    Pericolos0 reacted to General Vivi in Prodeus (random dev stuff)   
    yeah, I did a quick second pass on that area. I forgot to mess with the stairs and then added some extra lights by the door. switched some stuff up. Doesn't help that our default door is black, but could be reworked in the future. Just trying to work fast! I'll do another pass on these areas later. Thanks for the feedback!
    Loving the tools! Fun and fast to work!
     

  6. Awesome
    Pericolos0 reacted to General Vivi in Prodeus (random dev stuff)   
    Been mapping a lot more recently, art stuff is going great!
    https://twitter.com/generalvivi/status/1150941313518526466


  7. Like
    Pericolos0 got a reaction from Interfearance in What have you purchased recently?   
    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. 
  8. Like
    Pericolos0 got a reaction from Squad in What have you purchased recently?   
    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!
     

  9. Like
    Pericolos0 got a reaction from ┌HP┘ in What have you purchased recently?   
    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. 
  10. Like
    Pericolos0 got a reaction from blackdog in What have you purchased recently?   
    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. 
  11. Like
    Pericolos0 got a reaction from Vaya in What have you purchased recently?   
    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!
     

  12. Like
    Pericolos0 got a reaction from Minos in What have you purchased recently?   
    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!
     

  13. Like
    Pericolos0 got a reaction from esspho in What have you purchased recently?   
    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!
     

  14. Like
    Pericolos0 got a reaction from Pampers in What have you purchased recently?   
    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!
     

  15. Awesome
    Pericolos0 got a reaction from blackdog in What have you purchased recently?   
    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!
     

  16. Like
    Pericolos0 got a reaction from ChA1NsAw in What have you purchased recently?   
    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. Like
    Pericolos0 got a reaction from Radu in What have you purchased recently?   
    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!
     

  18. Awesome
    Pericolos0 got a reaction from ┌HP┘ in What have you purchased recently?   
    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!
     

  19. Like
    Pericolos0 got a reaction from FMPONE in What have you purchased recently?   
    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!
     

  20. Like
    Pericolos0 got a reaction from MikeGon in Mapcore Job Census   
    congrats!!  And welcome to the Seattle area 😃
  21. Like
    Pericolos0 got a reaction from Squad in Overwatch   
    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
  22. Like
    Pericolos0 got a reaction from dux in Overwatch   
    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
  23. Like
    Pericolos0 got a reaction from dux in Overwatch   
    I think you figured out yourself why not more attention was spent on making the maps believable layout wise: it's not a critical flaw. So why spend time on it when you are working under a deadline and have plenty of other things to spend creative energy on?
  24. Like
    Pericolos0 got a reaction from Radu in Overwatch   
    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
  25. Like
    Pericolos0 got a reaction from seir in Overwatch   
    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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