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Thurnip

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Everything posted by Thurnip

  1. was a productive year A respectful batch of awesome maps and envs Still impressed what you guys are doing with CSGO, pushing the engine to its limits
  2. @Yanzl did a great job with the new version of the logo! looks modern!
  3. the quality of the entries really moves me. Really inspirational :))
  4. Hello Guys, how are you? Today i posted two skins i made as a collaboration with a friend here's a preview: If you like it, here's the workshop link: http://steamcommunity.com/workshop/filedetails/?id=1316560642 What do you guys think?
  5. Thurnip

    CS:GO Stickers

    Hello fellas how are you.... today i just submitted a new sticker Please take a look, if you like it feel free to vote up for it http://steamcommunity.com/sharedfiles/filedetails/?id=899713518 . Thanks!!
  6. how much of the textures and shaders are custom, and how much are like, CSGO default? this is a general question about CSGO maps
  7. haha you could add those pool tables, snacks machines and slider, from one floor to another (not usable by players), you know, to look a COOL and young office
  8. awesome Mazy! congrats to you and to the team :DD looks gorgeous and the concept is dope 11/10 will buy.
  9. haha totally I think no man's sky is like fuel for our (for my) imagination you see... I just enter the game and my mind travels away... I'm enjoying play on the pc because of mods... Unfortunately the gameplay is not awesome... so and i'm using some mods to improve ship handling, remove the timer to make actions. Also a mod who adds forests and change size of trees (some planets now have gigantic forests) And this dinosaur with severe collision issues :DD
  10. Hey dudes! some already know, i've been working on DOI UI design since May. last week, Early access was released. It's impressive to see how the team is fast to address issues and feedback from community to improve the product itself.
  11. Thurnip

    My Night Job - Dev

    Released!! Last week, My Night Job was released on Steam ! http://store.steampowered.com/app/437100/ After more than a Year, we've been working on MNJ. Thanks for all the support and comments on this thread. Unfortunately i wasn't able to post lots of content here, but i may add more making of stuff here soon, since now i'm a little less busy working on the game itself PS4 Version will be released sometime on may! Oh, and also we have a Steam community Leaderboard :) Cheers!!
  12. Thurnip

    My Night Job - Dev

    whoa, time flies...!! Effects So, i was wondering if it's interesting to post some of sfx i made for the game. Amost (maybe) all of the them i made using after effects, photoshop and illustrator. I believe some techniques could be useful for other people who are doing pixel art or cheating at it. I'm a pixel art "cheater". *There is an illustrator/animator working on My Night job. He's responsible for characters, animations etc. His work os more like pure pixel art and stuff. The cornerstone of most of effects is "HD index painting" technic, by this amazing pixel artist, Dan Fessler: http://
  13. Thurnip

    My Night Job - Dev

    Working so much lately! didn't have time to post news on the project. But now i'll try to post some stuff about the process about the logo process: Also some progress on the main menu screens. from the first, until the latest Most time, i do animated mockups on After effects, to figure out how interface will move, transitions, etc. And yet, sometimes stuff looks good on after effects, but makes no sense when in game... But most part of time, mockups help test stuff
  14. Thurnip

    My Night Job - Dev

    Hello guys and girls , how are you doing? On 2015 January I stared working on a project called My night job. We had 3 programmers, one main artist, one art intern and me. My role on the project is Interface design, UX stuff. But also i'm working on art/assets integration, additional art and color grading. Also making some fx and additional animations and art. I wanted to create this topic sooner, but the we're in crunch to get stuff done So i was unable to write a decent post. I think we still have about 30 days of development. Overview: A mix of 80’s horror flicks and non-stop score-driven
  15. Thurnip

    Tip of the Day

    quick and dirty method of drawing blob shapes, with Blur and Levels I use this a lot
  16. Thurnip

    CS:GO Stickers

    Hello ladies and gentlemen, how are you doing? im glad do announce that i've been working with Mapcore community administrator, to produce a series of stickers for CSGO. The idea is that IF the stickers get ingame, we could boost up a little bit the mapcore community, in terms of visibility Please, take a look Mapcore Dev Texture Mapcore Contest Chick Mapcore Supporter Sticker
  17. Thurnip

    Tip of the Day

    old but useful trick to make sci-fi rims on illustrator. There's a lot of applications of brushes on illustrator
  18. Thurnip

    CS:GO Stickers

    Good idea mate! it's like the sticker owner is actually carving the pumpkin
  19. So, I and FMPONE designed a new skin for CS go, please take a look for more images And feedback are more than welcome. Thanks!
  20. Unfortunately the VTF plugin don't work on 64bit PS. :/ maybe we could rig a script that save as vtf right from the Photoshop using the plugin. We don't have 32bit PS on CC 2014 anymore. batch on VTFEdit: good stuff! didn't knew that. Sounds useful when editing massive amount of textures. The most annoying issue for me, is that you must edit alpha channel as a actual channel. (So that's one of the reasons i rigged the stuff.) This is required to export a correct tga from Photoshop, right? Maybe i could try to set a composite from LayerSet_alpha into the alpha channel, when exporting the
  21. hi guys, last week i was wondering a solution to handle VTF files and the workflow to create those files. Most part for making skins and stickers for CSGO workshop, but also can be adapted to other usage, like vtf textures for env art etc. Personally i don't like editing alpha channel as a channel inside PS, so the idea is to have a layer group inside Photoshop named _alpha. (inside this group i can have shape layers, smart objects, adjustment layers, etc) So i'm using a batch (yeah, lol a DOS batch). You can drag and drop the PSD into the bat file, or copy the bat into your work folder and
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