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iwxanthi

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  1. Like
    iwxanthi reacted to knj in The random model thread!   
    After starting to work on my "halloween scene" i just grew up of shit in zbrush, and sculpting for now. There was a time i wanted to work with some hardsurface, and i realised i've never created a gun. So i've started to model a USP tactical ver. one of my fav guns. This is my first gun ever and i must say first hardsurface (that complex) model ever. I know i have some wires done wrong , and i need to tweak some geo. this is still a heavy WIP i need to creat aiming system, and i want to add a silencer, and/or laser aiming system, there is no mag atm so i need to model that also. The carvings are temporary. Does anybody know is there a place i can find fonts that are used on guns? it's fucking annoying to model all the letters lol. Anyways i had a blast and still have doing this and i'm really thinking to move only to guns and weapons lol, this is fun, so what you guys think at this point ? this is straight up maya renderer.


    sorry for so many edits but i had some internet issues ;/
  2. Like
    iwxanthi got a reaction from sixbyseven in Finally released "Prototype"! Streamlined, powerful, level editing for Unity. And cheap! :D   
    Awesome man! I used probuilder throughout the development of Dark Matter quiet a bit. Tutorial level is completely created with it.
  3. Like
    iwxanthi reacted to Zarsky in Quantum Break - Remedy's next game!   
    Glimpse of gameplay.....hyped! There's not much, but I just like to stay optimistic.
     
    http://www.youtube.com/watch?v=N9HwFWfcBvY
  4. Like
    iwxanthi reacted to knj in Battlefield 4   
    this is gold !
  5. Like
    iwxanthi reacted to Fuzyhead in The random model thread!   
    Finally finished the Interor and made some promotion renders
     

     

  6. Like
    iwxanthi reacted to Puddy in What have you watched recently?   
    just watched a very interesting documentary about the current state of battlefield 4
     

  7. Like
    iwxanthi reacted to MaK in [CS:GO] de_shotoen   
    Hey guys! Here's my map that I've been working on. It's a Japanese-themed garden/house thing, still very WIP. I'm much happier with the layout now after a few private playtests. I'm at the point where I'm going to start doing some real art passes, though I'm pretty terrible at making custom textures, and mediocre at best creating custom models. If any lovely, wonderfully talented modeler/texture artist is interested and would like to hop on board to help out with the custom content that would be awesome. Anyway, here's the map.
     
    Overview:

    CT Spawn:

    T Spawn:

    Bombsite A Library:

    Bombsite B:

    Long A:

    Mid garden thing:

     
     
    Hopefully we can get a playtest of this running on the mapcore csgo server sometime soon, should be a lot of fun!
  8. Like
    iwxanthi reacted to Grinwhrl in Xbox One   
  9. Like
    iwxanthi reacted to Mazy in Playstation 4   
  10. Like
    iwxanthi reacted to shawnolson in Prop Details and Sprites for Source   
    I was recently hired by our esteemed friend Robert Briscoe to add some functionality to the Wall Worm tools to import detail props into 3ds Max. After finishing that project, it revived my interest in creating sprite tools in Wall Worm (which I started last year but never truly finished).   As such, I've now tackled that with a new plugin called Detailer, which contains a new geometry primitive called Prop Detail (and a couple other helper functions). This tool is commercial and enhances the VBSP importer I built for Robert. It also adds a VBSP exporter. Moreover, the VMF exporter in Wall Worm now places your prop details as prop_detail_sprite entities (so that you can control exactly how the details look).   I have not yet made the videos demonstrating this tool yet, but do have cursory documentation for Detailer.   I also loaded a new video tutorial on easily creating sprite cards in 3ds Max to be used with the Detailer plugin.     Look for added documentation and videos soon.  
  11. Like
    iwxanthi reacted to Furyo in MapCore Job Census   
    Mazy, let's start our business together. We can call it Mazyo Studios
  12. Like
    iwxanthi reacted to [HP] in Arbor Vitae - UDK Scene [WIP]   
    ::edit::
     
    Deadline got postponed a week, which is awesome!
    I was working on this literally non stop since friday night, my eyes look like two tomatoes right now so a lot of tired-eye mistakes were made, specially in the lighting.
    PhilipK finished his assets too, including the towers in the background, which add alot. (Amazing work dude!! <3) Now we just tweak the textures and lighting to wrap it up.
     
    I already talked with PhilK and we already have a great plan of action to adress all the issues, for now then, enjoy the following WIPs:
    http://www.flickr.com/photos/helder_pinto/sets/72157635165379597/
  13. Like
    iwxanthi reacted to Hourences in Announcing my new game - Solus - Survival/Exploration - Unreal Engine 4   
    I am proud to announce my new game Solus.
     
    Solus is a single player exploration and survival game, experienced in first person and developed in Unreal Engine 4. It is set on a mysterious and uninhabited alien planet  - www.solusthegame.com.
     

    Next gen Unreal Engine 4. I have been working with UE4 since last March, and have been working on Solus since July on an off and on basis.
     
    http://www.hourences.com/my-new-game-solus-unreal-engine-4-survival-exploration-game/
     
    It is meant as the spiritual successor to The Ball. Same universe, different planet. Like with The Ball it is a big new game early on in the Unreal Engine cycle. It is atmosphere driven and level design heavy just like The Ball. And like with The Ball I being the one man army doing loads of work on this all on my own. It is my vision, concept, and style. The whole sky and weather system is mine, the color pallet and atmosphere, a lot of the models, all of the scripting, many of the particle effects, etc. And I did all of that in just 4 months time, part time. Additional help was received from Wiktor Öhman, who took care of all the space ship debris, some texturing, and website/logo, and Daniel Kopp who took care of most foliage, some various random help, and some of the particle effects.
     
    Also credits to Gametextures.com for various nice tiling textures.
     

    The idea is to make a living and breathing planet, so you really feel like you are trapped on this beautiful but dangerously active alien planet. I took it far. I got tide, temperature, wind, and so on. They change dependent on the environment. If it is clear skies nights are colder but days are warmer. If there is a lot of wind, nights are colder. You can be hit by lightning and die. If it rains the temperature goes down. Flowers close during the night. The environment actually reflects everything when it begins to rain. And so on.
     

    For me this wasn't just a challenge to learn the new tools and features, and to get the style right,  it was also all about making it not just work and look good, but doing those two things in a way that I can reproduce and extend it further rapidly. On the beach scene, spaceship parts aside, the only things that were actually modeled were the foliage meshes and one single hexagon pillar. Everything else you see is generated through clever tricks.
    Everything is highly modular. I designed a giant box of legos that I can now give to level designers and have them make whatever they want using the same pieces over and over again. The thing takes less than 1 GB memory while running, while using 4096 and 2048 textures for nearly everything you see.

    The game is far from completion, this is just an early sneak peak and teaser. Nothing in the pictures is representative of the final quality.
     

     

     

  14. Like
    iwxanthi reacted to [HP] in Killzone: Shadow Fall   
    http://www.youtube.com/watch?v=Q0h3T_Y9B0Y&feature=share
     

  15. Like
    iwxanthi reacted to dux in Natural Selection 2 - Biodome   
    Some of the sections I helped make for the new Biodome map that came with the latest ns2 update.
     
    The update in video format!

     
    Some of my stuff:
     











  16. Like
    iwxanthi reacted to knj in Battlefield 4   
    LSD DLC - comming soon
  17. Like
    iwxanthi reacted to Thrik in Battlefield 4   
  18. Like
    iwxanthi got a reaction from blackdog in Call of Duty: Ghosts   
    Content sharing has reached a new level:

  19. Like
    iwxanthi reacted to [HP] in Arbor Vitae - UDK Scene [WIP]   
    Hey guys,
     
    About a month ago me and PhilipK decided to do a little collab for Unearthly Challenge, any excuse to make good art is a good excuse. Unfortunatly there's not a lot of entries this year, but we'll still finish it of course, we're having loads of fun!
     
    So the idea is here is that Humans have colonized this planetoid and are in the process of creating an atmosphere similar to planet earth by using an atmosphere processing station. The air outside is not 100% breathable yet, but it already allows for the growth of vegetation.The whole point of this facility is to create an atmosphere, so we want to push for strong elements of O2, water and greenery!
    The scene will be set inside one of the outer rooms of the station, more specifically inside one of the big control room, featuring a gigantic window with a beautiful view to the outside world, which from that angle you'll be able to see the other end of the complex, natural terrain and the sky.   We want to make use of bold colors and staying away from the same old desaturated look you typically see in sci-fi, we're also set on staying away from gritty/scary as much as possible and instead try and make the space seem like it's livable and looking almost inviting.   I started out with a concept to get the idea of the visual language we would be going for, I'm taking very strong inspiration from Doom 3 and Halo 4.     But then we decided let's mix this style with COLORS, almost like mixing a Doom meets Mirror's Edge and have a child, PhilK did this amazing paintover of the blockout:   I started making the modular textures and assets, walls, floors all that shit. Everything on the grid, texture included.   So I can just chop the assets very easily like this, and they all fit together so we can create many variations and maybe expand the level later on.      
      While I was doing that, Phil made an awesome blockout of the scene, using modular pieces already and started modeling the middle main area, which should be the focus of the scene. Needless to say it has that awesome PhilipK style that we love all over the place! >D So, whith that here's our latest WIP pic with all my stuff and phils put together with the new lighting. We have two weeks to wrap this up, still a lot to do but man these next two weeks will be hella fun!       Deffo more to come, stay tuned Hurg people!    
        :::EDIT:::   Adding the final scene to this first post, feel free to check the rest of thread to check out the rest of the WIPs.   Guess we're calling it done now. I'll try and put together that breakdown asap and I'll then need to clean the package and release it for anyone who wants to fly around the scene.   Thanks Mapcore, Polycount, Jordan Walker for releasing his scene and allowing me to properly learn UDK, Quixel team for making nDo2 and dDo tools, and everyone who helped us with feedback! You helped it get much better!  And of course, PhilipK for kicking so much ass, it was an honor to do scene with him, this guy breathes talent!   UC_HP_PhilK_shot1 by HelderP, on Flickr   UC_HP_PhilK_shot2 by HelderP, on Flickr   UC_HP_PhilK_shot3 by HelderP, on Flickr   UC_HP_PhilK_shot4 by HelderP, on Flickr   UC_HP_PhilK_shot5 by HelderP, on Flickr   UC_HP_PhilK_shot6 by HelderP, on Flickr   UC_HP_PhilK_shot7 by HelderP, on Flickr   UC_HP_PhilK_extra_background by HelderP, on Flickr   UC_HP_PhilK_extra_materials by HelderP, on Flickr  
  20. Like
    iwxanthi got a reaction from penE in Call of Duty: Ghosts   
    Content sharing has reached a new level:

  21. Like
    iwxanthi got a reaction from Sprony in Call of Duty: Ghosts   
    Content sharing has reached a new level:

  22. Like
    iwxanthi reacted to KOLARI in WIP in WIP, post your level screenshots!   
    Some screenshots of a map I've been working on. Few might remember this as de_tibet from playtesting a while ago.
     

  23. Like
    iwxanthi reacted to knj in Call of Duty: Ghosts   
    ahh just wanted to post this here.
    hahahaha yes, it lame as fuck
  24. Like
    iwxanthi got a reaction from knj in Call of Duty: Ghosts   
    Content sharing has reached a new level:

  25. Like
    iwxanthi got a reaction from ⌐■_■ in Battlefield 4   
    Try this, works for me:
    http://www.youtube.com/watch?v=wP92GzDz7h8
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