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kikette got a reaction from Interfearance in totally random texture thread
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
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kikette reacted to Klems in The Door Challenge - 2018 - Winners!!!!!
aw yeeee
great contest
EDIT: I forgot to mention and now I feel bad I'd like to thanks @kikette for his awesome texture work The map wouldn't have looked that cute without him! Check out his artstation https://www.artstation.com/kikette
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kikette reacted to Steppenwolf in totally random texture thread
Something new for the space fans: https://www.artstation.com/artwork/rQnDm
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kikette reacted to -HP- in Source 1 and 2018 year
That's so much "focusing", it's not focusing at all.
Remember this, tools are just tools. When you wanna hammer a nail, you use ONE hammer, and hit that nail as many times as needed, right?. You don't hit the nail once with a hammer, hit the nail again with a different hammer, and then again with an even different hammer. That's exactly what you're doing by spreading yourself so thin with so many tools. What's the point?
Choose a tool, and cater what you do to the kinds of things that tool does best. In time, you'll know when it's time to leave that tool behind for something different.
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kikette reacted to Steppenwolf in totally random texture thread
Haven't shared something in a while. Here is a circuit board substance that i made for Polycount challenge:
https://www.artstation.com/artwork/nRAdE
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kikette got a reaction from maxlevelboi in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from Jax0 in Dishonored : Death of the outsider // Curator and ghost town
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 ^^
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kikette got a reaction from Jax0 in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from Zarsky in Dishonored : Death of the outsider // Curator and ghost town
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 :'( :'( :'(
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kikette got a reaction from Zarsky in Dishonored : Death of the outsider // Curator and ghost town
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 !
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kikette got a reaction from Zarsky in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from Zarsky in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from zombi in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from OrnateBaboon in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from El_Exodus in Dishonored : Death of the outsider // Curator and ghost town
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 :'( :'( :'(
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kikette got a reaction from RA7 in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette reacted to El Moroes in Dishonored : Death of the outsider // Curator and ghost town
Well...thanks @kikette for the answers ^^
Just a point about your last question : there was 1 "owner" by level.
The other architects helped the "owners" by making a pass of details, optimization, lighting,...
From the beginning to the end, I think we worked 8 months on this project (from prototyping to the finished levels).
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kikette got a reaction from marnamai in Dishonored : Death of the outsider // Curator and ghost town
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 :'( :'( :'(
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kikette got a reaction from El Moroes in Dishonored : Death of the outsider // Curator and ghost town
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 :'( :'( :'(
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kikette got a reaction from HoMaRt in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from Deathy in Dishonored : Death of the outsider // Curator and ghost town
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
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kikette got a reaction from marnamai in Dishonored : Death of the outsider // Curator and ghost town
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 !
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kikette reacted to Minos in Dishonored : Death of the outsider // Curator and ghost town
Fantastic work as always Love your style man!