Jump to content

kikette

Members
  • Content count

    268
  • Joined

  • Last visited

  • Days Won

    2

Reputation Activity

  1. Like
    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 :'( :'( :'(  
     
  2. Like
    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 !
  3. Like
    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
  4. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  5. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  6. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  7. Like
    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 :'( :'( :'(  
     
  8. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  9. Like
    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).
  10. Like
    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 :'( :'( :'(  
     
  11. Like
    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 :'( :'( :'(  
     
  12. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  13. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  14. Like
    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 !
  15. Like
    kikette reacted to Minos in Dishonored : Death of the outsider // Curator and ghost town   
    Fantastic work as always Love your style man!
  16. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  17. Like
    kikette got a reaction from El_Exodus in [CS:GO][WIP] de_arizona (Motel) - Source files available   
    If a .psd is missing and you want it, just ask and I'll share it on Gdrive
     
  18. Like
    kikette got a reaction from gav in [CS:GO][WIP] de_arizona (Motel) - Source files available   
    Oh and just few words about the visuals...  You certainly guessed it : We're aiming for a 60's feeling. You know, something halfway with Bauhaus and Modernist/Internationalist post WWII architecture.. So it'll be straight but not so much =)
     

  19. Like
    kikette got a reaction from El_Exodus in [CS:GO][WIP] de_arizona (Motel) - Source files available   
    If a .psd is missing and you want it, just ask and I'll share it on Gdrive
     
  20. Like
    kikette reacted to marnamai in Dishonored : Death of the outsider // Curator and ghost town   
    Great stuff! @kikette Is the Void engine still using BSP (even if just for blockout) since it's based on id-tech?
  21. Like
    kikette reacted to gav in Dishonored : Death of the outsider // Curator and ghost town   
    Seems to capture the atmosphere very well
  22. Like
    kikette reacted to Pericolos0 in Dishonored : Death of the outsider // Curator and ghost town   
    Really awesome texture work!! Thanks for sharing
  23. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  24. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
  25. Like
    kikette got a reaction from Pampers 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
     














     
     
     
     
     
×