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Everything posted by kikette

  1. Hello JaX0 ! Thanks for the kind word. It's hard to tell exactly how many time we spend on a level, It depends of the new needs, the complexity of the specific buildings (if there is..), etc. To art a modular kit like the Curator, or the whole ghost town, with Collision volumes, Materials creation Materials Blendings, Bug fixing, etc, you can count about 1 full month (21 days). I really try to keep this time constraint. What you call "Environment pass" is certainly what we call Set Dressing and, as for Lighting and blockout, it's a Level Architect's mater Cannot tell ,so ^^
  2. That's almost that ; Architects implements the modular assets they did in the editor first before giving it to Env art. Everything should works fine first to avoid bad surprise. Sometimes, since our engine as it own constraint, It happens that we suggest few change in the layout, to get dirt gradient on a huge surface, etc. 2) It's not a benefit, we just do not had the right tools to work with Bsp as smoothly as in Hammer =) 3) The gameplay changes only impacts the "In editor" composition. If someone wants a broken wall somewhere, he just need to swap a generic wall with a broken one and it's over. No more works on the Env art side (Except if someone needs something REALLY specific but we are already aware of.) 4) It isn't the case since each building is already mount in the engine before the "final" art pass About the Content Lock down, you just have to make your request before it. If not, too bad ahah ! 5) Cannot tell the production time of a level (I guess everybody works on there own level from start to end), but for a building like the curator, It tooks me 1 month to do it, and for the whole Ghost town (Interior + Exterior) around 1 mounth and half. Vertex paint is included in the delay and can takes around 2 weeks to paint each modules in Maya.. since we were not able to do it Inengine :'( :'( :'(
  3. If a .psd is missing and you want it, just ask and I'll share it on Gdrive
  4. Hey Marnamai ! From what i Know, I think that BSP is still used but only for Trigger area. Our Architects directly works their blockout with Maya and then imports modular pieces inside the engine and this is what we get, as Environment artist, to work with Moroes could tell better than me about this process. As far as Void engine is Id tech based, we re wrote around 95% of the source code ahah !
  5. Thanks a lot guyz I honestly think that we greatly betterly mastered our engine this time and I wish you'll enjoy the game at 60 fps ahah
  6. Hello guyz ! I did few screens of my work on the new Dishonored stand alone that I wanted to share with you If you want to know anything about these screens, as simple as it can be, feel free to ask, it would be a pleasure to answer Compared to art station, the following screens are in a much higher resolution (1920*3416 instead of 1920 * 1080) and I apologyze by advance if you get any trouble dowloading them. On the following screens, I only did the Buildings (Models and textures). The lighting, the composition and the smaller asset are made by my great colleagues I'll certainly update this topic with new pics when they'll be ready. Enjoy -_-_-_-_ Curator -_-_-_-_- Architecture design by Valentin "3dnj" Levilain -_-_-_- Ghost town -_-_-__-_- Architecture design by Christophe Lefaure
  7. Not bad Will2K, but remove all you lighting information from your diffuse ! It suggest a lighting setup that do not necessary matchs the one you have in your level. Let your normal map create the blend between your texture and the scene for that. About Substance, be careful. It looks Easy, since people are showing tones of classic stuff (Floor tile, wood planks, bricks...) made and already remade (And easy to do.. so very popular in student places ! )... Pattern texture are certainly the easier to achieve, but when you're looking for something more organic and natural ( Plaster wall with spatula marks), things are getting seriously harder and will add challenges that you wouldn't had with a classic Zbrush / photoshop workflow.... Btw, Zbrush / Substance designer is certainly the best way to do absolutly everything you want... but do not only count on Designer to make absolutely everything
  8. Wow ! Nice work on these sky !
  9. Well, since diz is a temp mesh just to get the mood, we didn t really check. Something made to measure will be made but first we care about gameplay part
  10. Some additional teasing about the Art direction with homemade stuff
  11. We try, we try The most part are correctly done but few design questions stills open.
  12. kikette

    [CS:GO] de_austria (WIP)

    NIce one ! 'love the vista ^^
  13. More screens here ^^ http://www.pcgamer.com/dishonored-2-preview/1/
  14. Try to add few different color now You are just producing brownish texture since the begining ^^
  15. The overall looks pretty but you really should remove your old stuff. Some of them looks like Student stuff.
  16. So sad ! Add some color, mate ! The reality is more colorful than that ! And be smoother with your Ambient occlusion. When your textures will be frontlit by a sunlight or what else, it'll stay dark and shaded.
  17. kikette

    Texture organisation

    Personnaly, since we've a pro account at work, I prefer to download textures each time I need them instead of keeping Tones of useless materials. What I do is just keeping the base materials I did for my props.. stuff I worked on and wich are Ready to use =) Btw, if you are looking for a filtering software, you can try Picasa.. lot of Env art mate are using this one =)
  18. We'll see what we could do to add some Curve into the layout but honestly, It won't be in the general Architecture. Btw, since we want things to be forgotten since a long time, It'll be certainly possible to get something by breaking a pillar, etc. =)
  19. kikette

    [CS:GO] Bourg

    Eye Porn ยง
  20. I'll just give a feedback about the general texturing of the level and the mood ; Some places works very very well (http://i.imgur.com/KsEQLw4.jpg / http://i.imgur.com/lNAFIRB.jpg ) because of the simplicity of the materials and the good lighting setup. I'm not joking since I know that you are using template texture but honestly, these works far better than some of the custom noisy texture you put... like the stone road ( http://i.imgur.com/ORiraBs.jpg )wich doesn't match with the rest (different color, fat join) or the ceiling ( http://i.imgur.com/2ZwpvZL.jpg ) wich is REALLY aggressive compared to the simplicity of the architecture. Some of the textures should be tweaked to match with the general look of the scene. In this room ( http://i.imgur.com/xyUprJ2.jpg) the planks on the floor are far too big and if it's supposed to mimic an old varnished floor ( Like this one : http://www.histoire-image.org/photo/zoom/noce-photographe-f.jpg ) so you should use other materials because this one looks like a generic Cgtexture rich wood. (And for a french opera, the wall are very english styled.. lol ) In the big hall (where you have the flashy ceiling), the floors works far better from a far distance because it looks almost like a flat color wich should be perfect for readability. It 's certainly one of your best custom =) This room ( http://i.imgur.com/xyUprJ2.jpg) is certainly representative of a bigger problem in this map : The artistical direction seams to be confused. On 3 Different screens, ( , , ) I see 3 different maps and it gives the sensation that each rooms are worked very independently...If your map was unified on this point, you'll certainly gain like 1 month of development and lot of quality improvement. For the next Step, I would suggest you to start with temporary quickly made textures before creating the final asset and having to retake them.
  21. We have very high target for this project =) Personally, Since I really want to train myself with Zbrush, I'm attempting to sculpt each textures for this level. It isn't as impressive as the work done for The Order or Uncharted but its enough satisfying for the time I spent =)
  22. With The Gimp you are supposed to do the same stuff than with Photoshop (not sure). Btw, if you want a quick result, just take the Tiled version of each texture proposed on CG Textures, it'll be far enough for Counterstrike I guess =)
  23. kikette

    My 3d work for share :)

    Good initiative but a great part of people here are Using source engine ; Wich means Specular based shading =3 About your texture, it's impossible to tell what material it is (Scratched like Metal, Pattern too iregular, crumble bump details ) or if it's supposed to be used on a Floor or a wall since your tiles are very bumped ; Floor are supposed to be flat to avoid people falling by stumbling on =) For your next work, you should take more reference to study the surface and notice some nice details to put in your textures.
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