SotaPoika reacted to General Vivi in The Door Challenge - 2018
THE DOOR CHALLENGE!
I want to start out by welcoming you to the 2ND Door Challenge! It’s been a little over 7 Years since we held the first one! A lot has changed in our industry and new engines have made level design more accessible than ever before. With all the fresh talent coming into our industry, I think it’s important that we challenge ourselves and each other to push our creative thinking.
This challenge is meant to be for everyone to join in, from your first time level designer to your Senior and Lead Designers! Everyone is in a different place throughout their careers and it’s always fun to hone your skills on one of the most old school puzzles of our time “Get the Door Open!”. The last time we did this we had a fantastic turn out of completed and submitted puzzles! Especially since we are focusing on JUST design and scripting and NOT on art!
As this is a scripting challenge, you are encouraged to use Dev textures or simple greyscale materials and only what art assets are absolutely necessary to communicate key ideas. The point is to focus on your Scripting / Presentation / Storytelling / Puzzle Making skills.
Most entries generally took a few days to build from start to finish, so don't sweat worrying about the deadline. If you would like to get a better idea, check out some of the entries from the first door challenge.
Remembering our Past
SOLEVAL - First Place
Magnar Jenssen - Participation
Robert Yang - Participation
Jason Mojica - Participation
Rules and QA
Build a puzzle and craft a story to creatively open “The Door”! It doesn't matter whether you're entering, exiting, or just moving from one room to another - just get that DOOR OPEN!
Acceptable Engines : UE4 / Unity / Source SDK
For UE4 or Unity, you will be REQUIRED to provide an EXE of your game
For Source SDK, a simple bsp will do with info on the game you built it in. (Eg. Half-life 2, Portal 2, CS:GO, TF2)
We encourage you DON’T use Art unless needed to sell your idea. Simple meshes / Dev textures / grey textures should do fine.
You are ALLOWED to use Templates to start yourself off. Example: UE4 has a FPS , Third Person , and VR template.
You are ALLOWED to use existing scripting/ blueprints or Code to help you make your puzzle.
You CAN choose - First person, Third Person , Virtual Reality (VR)
DON’T submit anything larger than 250 mbs , we want simple entries that everyone can download.
The challenge will begin Friday, August 10th, and end Sunday, September 16th at 11:59PM US CENTRAL time (GMT -6)
Must Haves :
A zip file including your EXE or map file
2 screenshots of your scene (ATTACHED! This will help us archive our entries for posterity)
A video showing the puzzle's intended solution (hosted on youtube would be fine)
Full Name (optional)
Website or Portfolio (optional)
The original level source (and any other relevant files) for inquiring minds to examine your scripting
Judging : We will start judging the day after closing, Everyone will get 3 votes and then we will vote on the top 3 one week later. Things to think about when judging or making an entry.
Innovation - More than just a simple Door!
Theme - How close did you stay to the idea of the challenge
Readability - Was your idea clear and easy to understand?
Humor - Did you make someone laugh or enjoy your entry?
Overall - Wrap everything together! Was it awesome?
Door - Q: How much Door you got? A: Hell yes
As with the previous challenge, there will be no prize other than the pride of knowing people thought you were awesome. Woo!
SotaPoika reacted to Noodle King in The random model thread!
A 2018 Harley Davidson Softail Fatboy that I worked on for around 3 months. The final product is something I'm pretty happy with. There's a bunch more renders and wireframes on my Artstation, so go check it out if you'd like: https://www.artstation.com/artwork/NXBDP
And tell me what you think!
SotaPoika reacted to General Vivi in WIP in WIP, post your level screenshots!
I don't post in here as often as I should, especially considering all the stuff I've been making for @prodeusgame . Here are a few wip to wip screenshots!
This is the first time I'm working with this type of aesthetic, but it's a lot of fun! Really enjoying finding that sweet spot. First few hallways I made look pretty bad, but these screenshots below show quite a bit of evolution in the actual look.
SotaPoika reacted to Oskmos in WIP in WIP, post your level screenshots!
More work on Insertion2. Trying out a new dusk/dawn lighting setup. I Think i'll stick to it. Will be nice to play around with lights to guide player movement.
It's still a bit too dark though. Need to find the sweetspot between nailing the dusk/dawn look and good overall brightness.
I posted these on Twitter as well at https://twitter.com/Oskmos So make sure tO SmASH THAT LIKE BUTTON!!
SotaPoika reacted to Ubuska in [UT4] DM-Chamber
Hi, here's a couple of updates. I more or less finished with rough modelling, starting to refine assets.
Trap room rough modelling
First textured asset. This asset uses one tiling material with single unique mask texture with no bake. I'm using custom vertex normals to give it rounded look. I plan to produce assets that way - using just one (sometimes don't uses at all for not significant assets) unique mask per asset.
I also use mesh decals for additional details. Will add emissive for some of them later on.
And lastly, some rough modelling for other rooms
And here's some experiments with emissive mesh decals
That's it for now, thanks for watching
SotaPoika reacted to Yanzl in Yanzl's Source Emporium
Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Newly released assets from Breach! Over 600 models and over 100 materials. Includes a zoo map.
Assets from Thrill. Includes a zoo map.
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
Source Engine Tools
Streamline the Source engine workflow. Mostly substance stuff.
Substance Shaders (and templates)
Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.
PBR to Source
A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.
Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
Requires you to make overview image, playable area and spawn/plant zone masks.
Sun color calculator
A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
If you have any questions, ask away!