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The Horse Strangler

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Everything posted by The Horse Strangler

  1. ALRIGHT HERE IT IS BOYZ I've also updated the OP with new links and new images. There's a few minor things I might have missed, but those will be updated soon. I'll be releasing the content soon along with some wires of the assets and stuff.
  2. Here are some screens of the final version, radar included. Workshop link later today!
  3. Okay so for reals this time, map is coming out soon. Things left to do: Final compile BSP, make sure it's all 100% gucci. Do radar for both levels And that's pretty much it. Got busy with a bunch of art tests, updated blackgold for secret reasons, also landed a job at Gunfire Games! Past two months have been crazy busy. Thanks again for everyone providing feedback on bugs and stuff. Lastly I do not remember if I had mentioned this in an earlier post, but I plan to release all of the art from the map on the same day I officially release the workshop version. I don't have any documentation behind any of it (other than comments in the vmt's). I figured it best to have the thread here act as a mini AMA that others can see.
  4. Thanks for all the feedback dude but that's all fixed, lol. I didn't ship that version with any clipping really.
  5. Model collisions absolutely pain me in source, it's so unnecessarily complicated. Anyways thanks for the feedback so far boi's. SOme of the mentioned things are fixed, but some of those presented angles will be adjusted. On the cover for the dropdown room, I totally agree. It's something I'd like to see play out some more but I have no issues with reshaping that area. That area structurally gave me a bit of a tough time, I definitely think it could use some additional iteration.
  6. IT'S OUT! (no not really) Wanted to get a pre-release version up for you guys so you could run around it and check stuff out. It should be finished pretty soon. Here's the steam workshop link. The final link will change once it's fully released (the bsp still has a temp name of de_junction_v20). Some quick notes about this version that's already known feedback-wise: Performance is not ideal, models aren't fading out at all (this is already fixed) Clipping needs some work on some areas to smoothen out player movement, and prevent players from leaping outside of the map. I generally save clipping for the very last in my workflow. Some ivy isn't being lit particularly nice, not sure what to do about that other than adding fill lights. Thanks source Navmesh is not optimized Reflectivity values on a lot of stuff will be changed, phong etc. There's some other things that I've missed, but you guys should be able to run around in it and enjoy it nontheless. Map compile times are hitting 17 hours for a final, so iterating is getting annoying to deal with for large scale stuff. Map is very model intensive:
  7. This was mentioned a couple of pages ago, so I'm a little late to the train, but yeah I kinda feel underwhelmed by the latest inferno. It's a good job overall but there's a lot of things that kind of hamper it. Compositionally it's a lot weaker than train and nuke. But in valve's defense they had a larger buffer between and after those maps. Inferno had a smaller turn around time I think. A lot of additional things that were omitted like phong also really surprise me, especially after including shader support for that on world surfaces. Inferno would REALLY do well with specular on a lot of those sculpted floor normal maps. I also really digged the hand paint spread they did for the main update page unveiling inferno, I would have liked to see inferno with a warmer atmosphere and color palette.
  8. Quick Update Got busy with some art test stuff, but hopefully should see a release within the next week or two. Thanks again for the support guys. In the meantime I took a little gif of the 3d skybox timelapse. Here is a mp4 version with a higher framerate.
  9. Here's a nice video that talks about a couple of different methods. QUICK EDIT: This is also a super great one for 3dsmax users, and well, probably overall. LINK The only thing unique is that you pretty much compile a smd, it's the same process as getting a custom model in the game more or less. Not trying to be patronizing or anything but a quick google search of "how to make a skydome" yields tons of results. I think there's a solid amount of information out there in much more detail than I can provide, and I highly suggest researching it further as each sky setup can be a little different here and there in terms of structure (clouds as separate mesh, fog layers, etc). Making skydomes is kind of a universal thing that more or less has the same workflow for every engine. The only difference between each is generally how you put together the shader or material, and/or export the model.
  10. There's a ton of stuff for authoring skydomes in UE3/UE4. It's more or less the same workflow. I was pretty surprised to see nuke using a skydome.
  11. I would highly advise using skydomes instead of editing/authoring skyboxes. Not only is it easier overall, but it also allows you to iterate changes to the sky in the event you need to do so. Being able to quickly paint in additional cloud highlights, sun glare, horizon fog, etc is great for rapid iteration. While it is not impossible with a traditional skybox layout/workflow, adding additional atmospheric layers can become tedious very fast, especially as you might find yourself re-exporting multiple textures, versus one.
  12. 100% of it is custom. Nah, using the shacks cc. Shacks4Life I caught a screenshot of it as the tonemapping was adjusting, rip. It's not that bright outside normally.
  13. I plan to release all of the art shortly after I publish it to the workshop.
  14. Layout overview coming soon. Compile times aren't friendly atm (aka 24 hours just for vrad).
  15. It saves time for larger teams because generally you have a larger party of photographers/artists go out on location so you can make the most out of the trip. The greatest thing about photogrammetry of course is the natural ability to provide automatic lighting data (normal maps, gloss, etc) but because you get a lot of those micro details you generally skip the highpoly/sculpt phase on a lot of stuff. Looking at star wars battlefront, Endor is a really solid example because of how much variation and color you're able to pick out from the photos taken, stuff like this would have not only required a lot of sculpt time, but a lot of additional masks would have been authored to create tinting variation of moss and blending. I would generally say that not EVERYTHING should be sourced from photogrammetry, but it really helps in areas where natural weathering has occurred and layers upon layers of variation in color gradation and buildup as well. That's a ton of stuff you get for free that would suck up a ton of hours if you needed to do that on each individual asset by hand.
  16. Photogrammetry is nice, but it's a very long and complicated process for a small team of artists to pull off, more specifically a team of 1/2 artists working on a csgo map. Photogrammetry reaps really nice benefits when working on larger scale projects where tons of art is needed (i.e save time on sculpting/highpoly because you don't need to do that anymore), but otherwise the process requires a lot of commitment and thus is generally not worth it at all. Not only do you need to have some decent camera gear, but physically capturing locations can prove very challenging both budget and time wise. Lighting generally needs to be at a very ideal range, typically overcast or low ambient. Committing to photogrammetry also creates the problem of... committing to photogrammetry. When you start setting the bar at that level of res and surface definition you can't just go and construct a bunch of stuff the old way. The contrast between the definition of assets becomes incredibly jarring. As an individual it's a lot of time consuming work to take GOOD photos ( you can't just snap a bunch of random photos in a 360 degree rotation and input that into the software without worry), then to move on and retopo/ reuv etc. Furthermore on a topic about Source 2, I honestly don't see csgo getting ported anytime soon. Realistically our current workflows wouldn't benefit much from other than the minor speedups modernizing some of the tools has provided. You're still dealing with vmt's (vmats), you will still need to compile lighting unless csgo moves to deferred rendering (unlikely), and for the most part producing art is more or less the same. Qc's are gone, and that's cool, but source 2 just isn't the day to night contrast that it really needs to be atm.
  17. Some of that stuff might get a little revised in a next patch (import I mean). I plan to release a couple of those things when it's all finalized, not sure on an eta for now tho.
  18. came out real swaggin cashed, GG
  19. gg on release! I think you guys might have rushed this out a bit fast tho. Might need a little more time in the oven. Many areas feel empty and unfinished, thematically each area speaks for itself (callout wise), but I think you're missing out on a lot of little elements that can help push the map. Areas that I think need revisiting are: sections where materials transition, there doesn't seem to be much breakup between many floors and walls/ceilings. Lack of supports under the seating area really stood out to me, the roof while cool, looks awkward just chillin like that. Lack of specularity on a lot of surfaces. Some areas that would clearly be polished wood are just entirely flat. Lastly you might wanna turn down bloom a bit, I think it's blowing out your overall value range. Ultimately if I were to sum it up: I think the map really lacks small scale detail to help breakup a lot of your shapes. There's just a lot of large scale stuff that contributes to the map feeling really blocky. A lot of stuff seems to be brush based which would benefit greatly if modeled out for extra detail like chamfering, etc.
  20. I wouldn't worry about votes guys, valve doesn't really use them to filter. If a map is good they'll notice. Besides, they probably skip all the pages with aim maps anyways, so votes def don't matter in that regard. Onto the map, looks pretty killer dude, I remember seeing a dev version a few months ago, seeing it progress into this final version is pretty rad, tons of work went into it for sure. On the note about the Ocean I partially agree, mostly because I've been there and done that, achieving an ocean in source doesn't come with many options that are performance sensitive. I think applying some specularity to the ocean will help drive it's realism a long way tho, maybe try giving it a normal as well? As for the rest of the map there's a lot of really nice touches to both the atmosphere and narrative of the environment. I think the only thing I think is a concern in the art department is that you might want to try and push the fidelity a bit more on a lot of your custom assets. Almost everything seems to have a consistent envmap intensity (especially in the dark areas), applying phong to a bunch of stuff will really help give those assets some more life.
  21. Looking good dawg, gonna give it a run thru tonight.
  22. Made a new thread for this considering all the links/images were broken. Big shoutout to Wilts and Hordeau for helping out on all of the feedback and new changes. This is a major update to an old map of ours. We had a bunch of feedback sitting for a while but didn't have a lot of time to get to it till now. Huge layout changes have been made, along with art. You can read the FULL CHANGELOG HERE. WORKSHOP LINK
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