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blackdog

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  1. Like
    blackdog reacted to kleinluka in Mapcore Job Census   
    New job for me, as of August 8th. Senior Material Artist at Playstation Studios Visual Arts
    Congrats @celery I have updated the list!
  2. Like
    blackdog got a reaction from Dabu in Where's They Hunger: Lost Souls gone?   
    You gotta start somewhere. Once you are able to share some interesting content it’s easier to attract other talent as most people are followers and want to jump on a well manned ship.
    That being said the interest for Source mods is not what it was so it’s hard.
    Despite I was editor/webmaster for HLItalia, writing reviews, mirroring all mods possible… I never played They Hunger. I remember I started it, but dunno why I didn’t complete it. Dunno if I got stuck wary or just didn’t like the vibe. I remember I was in awe and looking forward for the Source version they were working on
  3. Awesome
    blackdog reacted to celery in Mapcore Job Census   
    Hi! I'm Will "celery" Granda, and tomorrow is my first day as a full-time surfacing artist at Full Circle (EA). 😁
  4. Like
    blackdog reacted to sn0wsh00 in Unreal Engine 5   
    I recently tested the Mesh to Metahuman tool on some Source Engine models, just to see how well it ports those models into UE5. My results can be divided into three tiers.
    First is the Louis Tier:

    Not only did Metahuman make Metahuman Louis look a lot like L4D Louis, but it did so without me making any edits to the mesh's markers outliner. All other Metahumans in this post were generated from edited markers.
    Next is the "I Guess I See The Resemblance If I Squint" tier:

    From left to right: Alyx, Chell, Coach, G-Man, Gordon Freeman.
    And finally, the Zoey tier. I could be the hair, but I don't think so:

    On a somewhat related note, if you're using Blender and you want to export your mesh as an OBJ for use in UE5, make sure in the transform options that Forward is set to Y Forward and Up is set to Z Up.
  5. Awesome
    blackdog reacted to Edude in Maginot [Wingman]   
    Maginot (Wingman) - Released!

    After a long journey to finish the development, I'm satisfied with the results and pleased to present: de_Maginot.
    Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2841387399&searchtext=
    Map Trailer: 
     



     
    Balkan terrorists have occupied a deactivated bunker from WWII. Storing ammo, bombs and even WMDs, they are scheming an attack against Paris.
    After verifying the accuracy of an anonymous report, the GIGN planned an operation to reclaim this no longer desert bunker.
     



     
    This map was inspired by the controversial Maginot Line located in France and has been in development since July 2020.
    Designed for Wingman but has 4v4 support.
     



     





     
    Special Thanks:
    Sora, Vinhado, Daren2340, Hibiki, Geison66, Loki, Celery, Baulin, Akgb, R2d02, Tomotoloco, Squidski and Fmpone.
     

     
    Hope you have fun in this historic place!
  6. Like
    blackdog reacted to AlexM in Diploma Game Art & 3D Animation   
    My suggestion. You probably have a million ideas you want to do. Now is the time to do it. When you aren't working full time and/or supporting others.
     
    Interesting they have a marketing section. If it's an art school I can see a marketing class with a focus on marketing yourself (portfolio, interview practice etc) but this sounds like it's more product level marketing?
  7. Like
    blackdog got a reaction from zombi in Looking for direction; Thoughts on using a Hammer SDK environment as a portfolio piece   
    What is that you are interested in doing: Level Design or Environmental Art?
    Because as much as they are adjecient, they are two different disciplines. I'm sure a skilled designer/artist can migrate from one to the other, but unless they are working in a small team, I doubt they get to work on both.
    In such a specialised industry, having skills in another department could be even seen as "detrimental", in the sense that every hour you spend on env art you don't spend improving your design skills -and vice versa- so I'm not sure how much of a leg up having those extra skills will give you.
    Either Level Design or Env Art, the companies will be expecting you to be at the top of your game in the department you are applying for. Basically you don't want to be mediocre in the department that you are really interested to work in, hoping to compensate with extra skills that don't directly help in your assigment.
    Say you want to be a Level Designer, being a decent Env Artist only counts if you are at least on the same level of other candidates... unless (maybe!) you are applying in a small studio where being jack-of-all-trades might be more valuable (to maintain costs down).
    Sounds to me you are more interestedin Level Design, so if that's the case, graphical fidelity doesn't really count. LDs are not hired to make maps pretty, but to make them fun, original; you need to display ability in analysing the game mechanics, metrics, facilitate (or challenge!) the gameplay that has been decided.
    This is at least what I have read or heard many many times in podcasts, interviews, posts here and social networks, seminars.
    And the consequence of that is that arguably it doesn't really matter what tech you are using to build your maps, it should be the one you are most comfortable with.
    If you are interested in the boomer shooter scene you probably want to make maps for Quake, Doom, Duke Nukem, Hexen etc - many of the people working on Graven for example, are from the Quake scene, and they use the HammUEr plugin to convert maps made in Hammer to UE4.
    We had this discussion many times in the forum, and I think most people agree that it's best to build a map for actual games rather than greyboxes in engines where you can't display gameplay because you are not mapping for a game but essentially building a new game from scratch. Sure you can use many plugins from the marketplaces to implement an FPS or TPS for example, but there's probably no match to be able to display actual gameplay (be it PvP or AI) than an imaginative recreation "oh this map is intended to be for an Uncharted-like game, but the character can't make this jump because the plugin doesn't support it".
    So TLDR, I would say the things to focus for Level Design are:
    Show you can finish a project (well this goes for every job really) Clearly explain what were your objectives when you set off Clearly explain the outcome: did you succeed, how do you measure success, what can you do better, etc Clearly show your thought process: sketching, documenting your steps up to final result Document the time you spend overall and for tasks, helps you and shows you are responsible Make something interesting: pick a scenario, show how you support player choice or accommodate competitive tactics Build maps for released games (chosing the tech you are most productive with, that support your vision best, etc) If you have used old tech, once you have a couple finished projects, look at current tech because you want to be able to hit the ground running as much as possible - find released games with an editor or find plugins that allow you to create semi-functional maps Once you have completed a map for CSGO for example, then you can worry about embellishing with custom assets if you are so inclined, but don't make the looks the focus of the project, show why the map is good, then add on top that you made it even better with your artist skills.
    It is important or can be very beneficial to network, I'm pretty sure statistics across all industries show that being referred yelds higher success rate for candidates. You skip the queue, you can get your portfolio in front of recruiters/seniors and get feedback even without applying - giving you the opportunity to improve before getting a slap in the face and spending lots of time just trying to figure out what the companies find interesting.
    Networking can also bring you free mentoring, or there are many designers that are now offering this as a paid service.
    Reach out to people, be nice, and you'll find lots of support.
    It can also be beneficial to write some pieces to show your critique skills, that you can analyse other people's work, how you give feedback, how knowledgable you are in terms of tech if you make assumptions, etc.
    Here are some resources where you can find info from designers that have made it and what companies look for in portfolios:
    Mapcore guide to making it in the industry Level Design Lobby podcast Steve Lee Watch GDC lectures GMTK on TLOU2 Peter Field Tips & techniques Spatial communication
  8. Like
    blackdog got a reaction from Serialmapper in Looking for direction; Thoughts on using a Hammer SDK environment as a portfolio piece   
    What is that you are interested in doing: Level Design or Environmental Art?
    Because as much as they are adjecient, they are two different disciplines. I'm sure a skilled designer/artist can migrate from one to the other, but unless they are working in a small team, I doubt they get to work on both.
    In such a specialised industry, having skills in another department could be even seen as "detrimental", in the sense that every hour you spend on env art you don't spend improving your design skills -and vice versa- so I'm not sure how much of a leg up having those extra skills will give you.
    Either Level Design or Env Art, the companies will be expecting you to be at the top of your game in the department you are applying for. Basically you don't want to be mediocre in the department that you are really interested to work in, hoping to compensate with extra skills that don't directly help in your assigment.
    Say you want to be a Level Designer, being a decent Env Artist only counts if you are at least on the same level of other candidates... unless (maybe!) you are applying in a small studio where being jack-of-all-trades might be more valuable (to maintain costs down).
    Sounds to me you are more interestedin Level Design, so if that's the case, graphical fidelity doesn't really count. LDs are not hired to make maps pretty, but to make them fun, original; you need to display ability in analysing the game mechanics, metrics, facilitate (or challenge!) the gameplay that has been decided.
    This is at least what I have read or heard many many times in podcasts, interviews, posts here and social networks, seminars.
    And the consequence of that is that arguably it doesn't really matter what tech you are using to build your maps, it should be the one you are most comfortable with.
    If you are interested in the boomer shooter scene you probably want to make maps for Quake, Doom, Duke Nukem, Hexen etc - many of the people working on Graven for example, are from the Quake scene, and they use the HammUEr plugin to convert maps made in Hammer to UE4.
    We had this discussion many times in the forum, and I think most people agree that it's best to build a map for actual games rather than greyboxes in engines where you can't display gameplay because you are not mapping for a game but essentially building a new game from scratch. Sure you can use many plugins from the marketplaces to implement an FPS or TPS for example, but there's probably no match to be able to display actual gameplay (be it PvP or AI) than an imaginative recreation "oh this map is intended to be for an Uncharted-like game, but the character can't make this jump because the plugin doesn't support it".
    So TLDR, I would say the things to focus for Level Design are:
    Show you can finish a project (well this goes for every job really) Clearly explain what were your objectives when you set off Clearly explain the outcome: did you succeed, how do you measure success, what can you do better, etc Clearly show your thought process: sketching, documenting your steps up to final result Document the time you spend overall and for tasks, helps you and shows you are responsible Make something interesting: pick a scenario, show how you support player choice or accommodate competitive tactics Build maps for released games (chosing the tech you are most productive with, that support your vision best, etc) If you have used old tech, once you have a couple finished projects, look at current tech because you want to be able to hit the ground running as much as possible - find released games with an editor or find plugins that allow you to create semi-functional maps Once you have completed a map for CSGO for example, then you can worry about embellishing with custom assets if you are so inclined, but don't make the looks the focus of the project, show why the map is good, then add on top that you made it even better with your artist skills.
    It is important or can be very beneficial to network, I'm pretty sure statistics across all industries show that being referred yelds higher success rate for candidates. You skip the queue, you can get your portfolio in front of recruiters/seniors and get feedback even without applying - giving you the opportunity to improve before getting a slap in the face and spending lots of time just trying to figure out what the companies find interesting.
    Networking can also bring you free mentoring, or there are many designers that are now offering this as a paid service.
    Reach out to people, be nice, and you'll find lots of support.
    It can also be beneficial to write some pieces to show your critique skills, that you can analyse other people's work, how you give feedback, how knowledgable you are in terms of tech if you make assumptions, etc.
    Here are some resources where you can find info from designers that have made it and what companies look for in portfolios:
    Mapcore guide to making it in the industry Level Design Lobby podcast Steve Lee Watch GDC lectures GMTK on TLOU2 Peter Field Tips & techniques Spatial communication
  9. Like
    blackdog reacted to celery in Material Dump (2021-2022)   
  10. Like
    blackdog reacted to Corvus in [UE4] Island Environment [W.I.P]   
    Second iteration on the particle system for wind and rain, I've added the water mist particles that can spawn on any surface around the camera and then get blown by wind + individual water molecule particles + the giant mist particles that are spawn at 300m above you. You can see it mostly in the tree canopy. Also the wind now carrying leaves branches and palm leafs. There's also a perlin noise that adds wind gusts to particles.
    Right now I'm kinda struggling with overdraw and not really sure how to get the look and density that I want without killing the perfomance.
     
  11. Like
    blackdog got a reaction from celery in Prime [Wingman]   
    Fantastic, best looking map I’ve seen in a while!
    I really like the blorange contrast here and there, really makes me want to install CS just to walk around and understand the layout.
    Also: cue the de_prodigy nostalgia
  12. Like
    blackdog reacted to Corvus in [UE4] Island Environment [W.I.P]   
    I've improved the foliage density and added some moss cards on rocks, and some other changes to hopefully make the forest look more realistic and foresty.      
  13. Awesome
    blackdog reacted to celery in Prime [Wingman]   
    Hi Mapcore,
     
    Here are some pics of the level art of Prime. I'm planning on releasing the finished level soon.
     













  14. Awesome
    blackdog reacted to ZZZ in What are you playing now?   
    I quitted Quake 4 in the first mission and watched about 1 hour in youtube at 2x speed. I guess, the stroggs universe is a dead end. It adds some new tech on top of the old quake, but that's it. It's too dark and repetitive. There is a lot of blood stains everywhere but this is an action game, not an horror game. F.E.A.R. does a better job at bringing horror than doom 3 and quake 4 is boring. The medic dying on me made me quit haha. Id tech 4 suffers from a severe lack of contrast. It must had been some trade off between performance and color precision that they made at the time.
    This brought me one more example to my level design site. Revisiting areas can be done and the first mission did it and opened up some new passages, but to travel back just to escort a medic is so boring. It doesn't add bring anything fresh to the plot. It just forces the player to revisit a previous area twice.
    Trying Rage now.
  15. Awesome
    blackdog got a reaction from Squad in Sourcemods/Total-conversion Memorial Thread   
    @FMPONE i finally (accidentally) found the folder with screens of HL mods I collected.
    If you DM me you favourite contact i can WeTransfer to you or something

  16. Awesome
    blackdog reacted to WD in What have you purchased recently?   
    Scratched some things off the "I'll buy it when I absolutely have to" list
    a good bed
    a car
    Holy hell I did not expect how comfortable it is to sleep on a good mattress. My chronic sore back just completely relaxes for the night.
    Though I don't think my sleep has gotten that much better after the later purchase, my previous car was really at it's last leg. Being this poor all of a sudden gives me anxiety.
  17. Awesome
    blackdog got a reaction from FMPONE in Sourcemods/Total-conversion Memorial Thread   
    @FMPONE i finally (accidentally) found the folder with screens of HL mods I collected.
    If you DM me you favourite contact i can WeTransfer to you or something

  18. Awesome
    blackdog reacted to Izuno in Steam Deck   
    Welp...just got notified I can now complete my order to take delivery sometime in July.  Guess...I'm going to...do...that.
  19. Like
    blackdog reacted to Dabu in What have you watched recently?   
    I've been getting into Breaking Bad some days ago and first episode was awesome. I really liked Jesse and Mr white I should catch more of it.
  20. Sad
    blackdog reacted to dmu in Valve changed their source engine publishing mod faq   
    Coming out of my long state of lurking to share the state of Classic Offensive. In short, ZooL is extremely depressed and is borderline ready to cancel the whole project. Hopefully Valve will consider us one of the exceptional cases to get a license, but ZooL doubts it. I'm doing my best to stay positive, as we truly have a new spin worked on by many many talented people. If you guys haven't checked on CO in a while, 3kliks recently made this video highlighting our current state.
    So yeah, hopefully Valve does not kill us c;
     
  21. ahaha
    blackdog reacted to ZZZ in What are you playing now?   
    Duke Nukem Forever.
    I knew it was bad and I'm playing it to get more examples for my level design site. The first enemies and levels are already awful.
    EDIT: I couldn't bare this game. I had to download a save and use the cheats to rush it straight to the ending with god mode and infinite ammo. lol. It has the same mistake of Prey 2006. They give no clues and leave the player lost with no proper directions.
  22. Like
    blackdog reacted to FMPONE in What have you watched recently?   
    Top Gun kicks ass. Tom Cruise is just single-handedly keeping the movie business exciting these days
  23. Like
    blackdog reacted to ThunderKeil in What have you watched recently?   
    saw the 4th season of stranger things, happy to say it kind of pulled back from the direction I thought S3 was taking it
     
  24. Like
    blackdog reacted to hgn in personal skate game project   
    since i finished my csgo map its back to making obscure indie games. its inspired by games i played as a kid, like tony hawks downhill jam and the larger sections of the skate series, but in first person.
    this what the controls currently look like:
    im gonna post some pictures of the world artwork here more when its done
  25. Like
    blackdog reacted to Mocherad in Mark Mocherad | Level Art and Design   
    Updated my portfolio 🍟
    https://www.artstation.com/mocherad
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