Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by jakuza

  1. jakuza


    For all the natural land features this is definitely the kind of setting I'm trying to emulate. An outlook tower is a great idea btw, thanks! Somehow I was so focused on our FC5 references I completely forgot about Firewatch.
  2. jakuza

    Anubis Assets

    Right, I forgot to put a screenshot in. @Roald thanks brotha
  3. jakuza

    Anubis Assets

    Hey everyone, Here are all the assets from Anubis + a zoo file. Unfortunately some of the models aren't complete or really useful. I meant to clean everything up a bit before doing this, but I haven't gotten around to it and I figure it's better to just put it up now than keep delaying. Hopefully I find the time to come back and fix some of these up later on. Anyways, here ya go: https://www.dropbox.com/s/ryx5i5ssab1d569/anubis_source.zip?dl=0 Also, please let me know if something in the zoo is missing from the files and I'll upload it asap.
  4. Thanks, I think. I don't really know who you're aiming your frustrations at. This is a community of people that make maps because it's fun, with an extremely slim chance of compensation. If actual pro players would like to volunteer their critique of countless grayboxes that will in most cases never be released, I'd applaud them for it. Maps don't get exposure unless they look good, and only then do they have a chance at receiving the high-level feedback you're talking about.
  5. I had some time left after finishing this blockout for a design test, so I took some time to decorate. I'm still figuring out everything in UE4, but the default fog looks pretty damn good. Here's an actual level shot to justify being in this thread
  6. jakuza

    [CS:GO] De_BigAssStatue

    Are you using any phong? I think it's a more interesting direction, but the shapes bug me slightly because there are lots of wavy surfaces that aren't supported by the normal map. I would also try using object normal to put a different looking surface on the flat parts + maybe a small bevel? Really nice work, looks like it's all coming together
  7. Yeah I think you should go for a lot more blue ambient light. If you can't get enough from the light_environment maybe use some strong spot lights to fake it.
  8. jakuza

    [CS:GO] De_BigAssStatue

    Rocks are looking really cool. I would revisit those containers you showed in the 2nd shot though, the shading on the frame and panels looks messy.
  9. Completely agree. His work really blew up in the last year or so and I wonder if he wants to capitalize on that or just continue making great art like he has been doing. At the same time, I'm finding it harder all the time to draw the line between being inspired by and just lifting other people's creative work. If the game does well and Avalanche never made an agreement with Stalenhag, I can imagine there might be some hard feelings.
  10. Felt like this one did not generate a lot of buzz at all. One of Avalanche's three titles this year, I guess they're going for a shotgun strategy of market appeal I'm a little iffy, it seems to draw a lot from Simon Stalenhag work based on this trailer alone.
  11. jakuza


    Thanks! Much appreciated
  12. jakuza

    First Map de_Elysium

    Great work so far. I'm struggling with a kind of clean environment as well right now, so here's what I'd recommend. Since you are aiming for the ME aesthetic, I would look into how those games bring wear and tear into the environment without defeating the clean and colorful aesthetic. Also, using more tiles will allow you to communicate a material better. You have detail in your normal maps already, but it's important for that detail to have context and structure as well.
  13. jakuza


    Ah that's a great point. Thanks for the tip
  14. jakuza


    Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts. Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests:
  15. jakuza

    The random model thread!

    Some new stuff for kaizen: I tried doing some fancy displacement with the sakura tree, but ended up with these nasty seams cos I don't know what I'm doing @ItzOmega Love the shapes but I'd take the noise in your rust way way down to start, and I don't know if it's the lighting setup but I think a warmer color scheme would complement the cartoonish geometry a little better.
  16. jakuza


    youch Thanks for spotting it, missed it during our clipping pass I suppose. Was pretty hectic those last couple days... @Minos (and @Tokit, sorry can't tag you for some reason) agreed on the skybox. It's uncanny, especially with the hard shadows. Will need to work on this before final submission
  17. jakuza

    [CS:GO] Riverside

    Excellent work. My only gripe is that the detailing looks kinda mathematical and perfect, like you allocated one piece of clutter to every square meter or something. I know your objective is probably a clean competitive map so this is fine, but I think a bit of environmental storytelling could really elevate it. Couple other small things:
  18. Finally managed to actually load the map today. Just hoping for the best gameplay-wise right now, because I really only started playing online today. So far it feels like a smaller-scale Insurgency with a lot of the same really fun chaotic fights. Is anyone else struggling to figure out a location or battle? It seems like all the best ones on the western front are already in.
  19. jakuza

    [CS:GO][WIP] de_sanchez

    Please don't use that rock wall like that! All that dense geometry under the surface will be rendered and wasted. If you decompile the model and pull off a few pieces, you'll have a lot more control over the overall look as well. You could even recolor the texture to match the ground. Really love the look though, can't wait to see more
  20. Hello, not an expert by any means, but the animated backgrounds and that Michelangelo quote as a header rub me the wrong way. It feels a little like you're overselling yourself. Your work is great, and I think it should be the most exciting thing on the page. Everything else just takes away from it imo.
  21. Okay then. Here's what I'm up to. I am now a little more than halfway through a 3-month contract with Gearbox. The office is awesome, everyone is nice even to us lowly contractors, and the work itself is just really fun. If it weren't for the heat here in Texas I would probably drop out of college and try to stay. I do miss home but I guess moving around is a way of life for level designers so I might as well get used to it. The weirdest part is coming home every night and not having a hobby anymore because now it's my job. Time to look for new hobbies I guess.
  22. Yeah, watched Stranger Things too. Really liked it, but I don't have any lasting impression like with Twin Peaks or X-files. Also,
  23. But it doesn't really matter, does it? It's more of a time sink to calculate things than it's even worth. I suppose if it's for vvis than it's important but for things that you're rotating off grid that should be a non-factor anyways right?
  24. jakuza


    Great job with the lighting! Seems like you really nailed the balance between readability and style.
  25. I loved Beauclair! Organic and lived-in, but leaning toward fantasy. The verticality was implemented very nicely as well. Fantastic work, thanks for contributing to this great game!
  • Create New...