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Everything posted by Steppenwolf
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Something i've been working on over the last couple months as a personal side project. My original plan was to create the scene based on this concept from Seneca Menard: http://i.imgur.com/3raJP4f.jpg After doing the blockout and first couple mockup props it felt a bit too crammed and claustrophobic to me so i redesigned it to be more vertical. Eventualy i drifted away from the original concept more and more, adding my own designs and getting inspired by other peoples work also. Materials are about 50-50 unique vs. tiling. I would have done a few things differently in that regard had i checked out the workflow in Alien: Isolation and PogoP's scifi bunk room earlier. Texturing was done around 90% with Quixel Suite. Mostly just tweaked default materials. Nothing too fancy. https://vimeo.com/117130801
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I messed around with it for a couple weeks this year. I found it quite hard to get used to it coming from max. Out of the box the controls and shortcuts are really shit imo. Of course you can customize pretty much everything and that's what everybody does who uses it effectively but it's a real pain in the ass to set up. The workflow takes some getting used to aswell. As max user i'm used to a nondestructive workflow using the stack. Forget about that with modo. If you need to get back you better saved enough backups. Also feels weird that every step you do you have to confirm unless you painstakingly customized a different behaviour for every tool. Obviously in the right hands Modo can do wonders and i feel tempted to get more into it especialy when i see how quick Tor Frick can spit out whole environments but for the time being i will stick with max. It just messes too much with my head to go back and forth between the two. Would make more sense if i knew i could use Modo for everything that i do professionaly and use it as my primary modeling tool but for that it still feels a little too rough around some of its edges. (For example crashes a lot more then max and can be difficult to synch with other 3d apps/engine since the scaling works a bit different).
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Yea definitely stay with photoshop if making textures is part of your goal. Ther's a lot of overlap what you can use from concept art to textures (your brush set/settings, masking techniques, color swatches etc.).
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My point is ther's limits to what can be done without breaking the law so no reason for hyperbole expecting pedo rape sims to be sold on steam soon or any rape sims really.
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Pretty sure that wouldn't be tolerated under free speech even by US standards. The law sets limits particularely to sexual obscenity and violence. Remember when Max Hardcore was sent to prison for his movies because he made the girls look like underage school girls?
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Let adults decide what they want to buy/play. This patronizing is bullshit. What i really don't like about this is the precedent it sets. First GTA V now this. It sends a wrong signal to easily offended morons that they just have to be loud enough to get games banned (if not by law then from stores which boils down to the same result). I bet it doesn't take long and some groups want to get more harmless games banned because of muh sexism or whatever.
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I would say it's exactly the opposite. Sure if it's just a hobby for you fine. If it's your job or what you intend to be your job then you have to learn to stay productive even when you don't feel creative. I usualy work on some technical stuff when i'm in that situation. Optimization, bug fixing, colissions etc. Or i look up some stuff that motivates me like other peoples work, cool art, architecture etc. Or i learn some stuff from tutorials. Procrastination is the worst habbit for an artist or designer so try to fight that.
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In My Little Pony dragons hoard emeralds. Seems more realistic to me.
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It's certainly no waste of time to learn some 2D. And concepts artists actually use 3D more and more now. So this might be a good first step into content creation for your levels eventualy. 2D skills can be applied to texturing and some 3D skills are a good starting point to learn about making props.
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Yea it's a good show. Some events in season 2 are a bit too silly/over the top tho. Orange is the new Black is another Netflix drama that's pretty good. Or you could go with the classics like Sopranos or The Wire if you haven't seen them.
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But guys, guys they said it's not censorship! Even tho it boils down to the same thing. Fucking hypocrits.
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Hey Pogo, may i ask where you got your default clut texture from? i found one on the unreal wiki but it doesn't seem to work as intended. think it was meant for UDK.
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Really awesome. Thx for sharing! Working on a scifi scene myself. This is gonna be invaluable learning material for when i'm putting on the final touches to my scene.
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Elite: Dangerous + Oculus Rift = mind blown In general haven't really played much at all this year
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Is this the Parks & Recreation Christmas Special?
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That sentence had never been uttered in the entire history of Mapcore, until now. I make this exception because i wasn't impressed with the first DA either initialy but Dux told me to keep playing and then i utterly enjoyed the game after forcing myself through the first part.
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I certainly don't feel like paying full price for it with what i've seen and heard from it. But i'm interested in hearing your opinion, what you like about it and how it compares, especially to the first one.
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Everything i see and hear from this game is awful, except for the environments and world size. The characters are butt ugly, writing and voice acting terrible, 80% of quests are collect 12 of this and 10 of that from what i've heard. PC controls and tactical view broken apparently. I know it's getting lots of good review scores but when you listen careful to player impressions and watch some youtube clips a different picture emerges. Then you have sites like Polygon giving out extra points for their social political agenda it seems. Dux is the only one who can convince me to get this game at this point. I will trust his judgement.
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Chamfering? Learn to subdivide m8.
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Don't let it discourage you. There was tough competition and the scores were close. Was definitely one of the best looking maps in the contest imo. I like the organic flow of the layout in your map particularly.
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How to get started with creating textures? [CS:GO]
Steppenwolf replied to Nakroma's topic in Creative Chat
polycount wiki has a bunch of tutorials: http://wiki.polycount.com/wiki/TexturingTutorials Natural progression of learning the trade would be to start with photo sourced textures, then partly or fully hand painted textures then to use 3d modelling and sculpting in your workflow. Or you learn something like Substance Designer for a procedural workflow. -
waaaaaat. Renaissance was crazy.
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Looks interesting. Would be cool if you could add obj or fbx export.
