Jump to content

'RZL

Members
  • Content Count

    795
  • Joined

  • Last visited

  • Days Won

    19

Reputation Activity

  1. Like
    'RZL got a reaction from Interfearance in The Door Challenge - 2018 - Submission Thread   
    Name: Konstantin Löffler
    Website: konstantinloeffler.de
    Story: You find yourself as a deaf protagonist in a corridor with a door in front of you. You have to try to open it.
    Engine: UE4
    Download Link: https://drive.google.com/open?id=1V9Cpq7NaBQPuEXESxBNGXt-tocyWiARP
    Screenshots:
     
    Video: 
    Special Thanks go to Rául Sánchez Calderón for helping me implement the core functionality of this challenge.
  2. Like
    'RZL got a reaction from That50'sGuy in WIP in WIP, post your level screenshots!   
    I think this is what blackdoggo means:
     
  3. Like
    'RZL reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark   
    Few more pics - included hammer shot to show stuff behind trailers since it was a cordon compile.
    RaVaGe  - mountains will receive more work - right now, focusing on the main map, then the 3d sky. Thanks for feedback all!



  4. Like
    'RZL reacted to Terri in WIP in WIP, post your level screenshots!   
    I haven't posted any of my work here in.. ages. Here are some scenes I worked on in 2018 and some of this year:

    (Unity) Underground station

    (Unity) Winter Lake House for VRChat
  5. Like
    'RZL reacted to Roald in Resistance   
    Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland).
    One half of the map exist of old buildings and the other part of a more industrial area next to the city dock. 
    The area is highly secured with barber wires, walls and camera's.
    The story is about the country being occupied and a group of resistance are secretly transporting weapons and such to this compound ready to strike back.
    However the occupiers got intel of the resistance location trying to infiltrate and blow up their compound. 
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1710165868
    B bomsite:



    Midle



    A bombsite:



    A-B connector and boost/peek to midle


    Overview:


    So for this map I used a whole different workflow then I am used to.
    I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it.
    Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like.
    It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell.
    However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback.
    Please note that most of A site and T spawn lack of details and I have done almost no optimisation. 
  6. Like
    'RZL reacted to RadimaX in [CS:GO] de_austria (WIP)   
    i played office like 18 years ago to present time & Agency from whenever it came out first time around till pretty much now, but from all those times i still feel Austria both look and play superior!  

    One part inside had very little going on but cannot put my finger on it really so i just edited the picture slightly so you can see what i mean, always felt i wanted more of that nice variation:

    I know you keep it bright inside for clear visibility but that does not have to mean 100% same texture all the way around, ofc not saying red/blue walls like nuke but a TINY change like this?
    Players can still stand out clear as day while simultaneously bringing some of the reoccuring textures from the outside of the map just play around with your imagination to give it more "flavour"
  7. Like
    'RZL reacted to RadimaX in [CS:GO] de_austria (WIP)   
    But i have a small suggestion however in one of the rooms where you got a dangly lamp clip hanging quite far down from the ceiling, yes i know its not the end of the world but just hear me out:

    as a compromise for removing the light you could cut up that cailing like i drew up (badly) in photoshop just to convey my idéa, 3 windows exist above & could be opened up for Flashes etc

    Obviously the hole can be whatever size you make it, i just illustrated a small one to save some time. The insides could be expanded on to allow people jumping around more freely without hitting clips from time to time which results in more than just an illusion of extra space but actually expands it on the inside parts of the level for our enjoyment while still staying lit the same with that cozy and memorable town feeling over the industrial lamp. Considering it is not the HUGEST map i bet you can afford some extra geometry on the inside even if 1 lamp model is still more efficient haha

    If 1 window or more ever open the grenades could start raining down lol...might not be very useful but just a bonus i "threw in here"  Or alternatively just raise that Light up flush with the beam!

  8. Like
    'RZL reacted to RaVaGe in RaVaGe's real life WIP   
    𝓓 𝓸 𝓸 𝓻 𝓼
  9. Like
    'RZL reacted to General Vivi in WIP in WIP, post your level screenshots!   
    Doing some quick prototypes for @prodeusgame enemy attacks. I'll keep posting them as they come down the pipeline. This attack is for an alternate version of the skull fish thing we've got. 



  10. Like
    'RZL reacted to Radu in Atomic Heart   
  11. Like
    'RZL reacted to Nysuatro in Mapcore Job Census   
    Ow my, I have not posted here since a while. Its been already 2.5 years I left Eidos-Montreal and I live in Vancouver now working for Unity as a Solutions Technical Artist
  12. Like
    'RZL reacted to ElectroSheep in Mapcore Job Census   
    Now that I officially all the papers to be able to work in Canada I'm glad to say that I will be part of the Ubisoft team at Montréal in a few weeks.
  13. Like
    'RZL reacted to PogoP in WIP in WIP, post your level screenshots!   
    Not sure where we can post stuff like this, but I've been messing about with making my own little retro shooter game for a while now. Everything is very WIP, I'm mainly just using it to learn how to code with blueprints in UE4. You can see more updates on my Twitter feed. https://twitter.com/LiamTart
    Here's the latest vid showing off hitscan weapon firing and basic 2d weapon animation. So much fun to figure out all these little problems. I see making a game as a huge mountain of problems that you have to slowly solve to ascend.. lol. 
    And another vid that shows off the first implementation of the lit weapon sprite, and the door blueprint in action: 
     
  14. Like
    'RZL reacted to Sigma in 3D Art Reference Wiki   
    Hi gang. Last year I started putting together my own personal wiki due to finding others lacking in areas (such as dead links or out of date information). After a couple of migrations and a lot of additions and edits, I made it available publicly in November. Since then I have continued working on it. I don't know if anyone here will find it useful as I am not treading any new ground - but thought I would share it. It covers a wide range of topics centered around 3D art for games. It is a work in progress so there are areas that are clearly lacking (e.g., the Unity section). Please let me know what you think. Thanks!
    - John

  15. Like
    'RZL reacted to Serialmapper in Level Design Help Files   
    I finally did it 😁. Works only for "WorldVertexTransition"  i don't know yet how to make it work for "Lightmapped_4WayBlend". (the sprites have a gentle swinging motion, no special masks required) 

     
    Basically follow @TopHATTwaffle guide, but use this code provided below for the .vbsp ( you can name it whatever you want, for example custom.vbsp )
     
    detail
    {
    custom_weeds_1 //Set detail material file for map to my_custom_sprites.vtf to use.
        {
            "density" "3000" //how often they appear inside material
            
            Group1
            {
                "alpha" "1.0" //dark dirt
            }
            Group2
            {
                "alpha" "0.9" 
            }
            Group3
            {
                "alpha" ".1" //grass
                
                Model1 //weed_a
                {
                    "sprite"            "12 26 508 490 2048"
                    "spritesize"        "0.5 0 5 5"
                    "spriterandomscale"    "0.3"
                    "amount"            "0.25"
                    "detailOrientation"    "2"
                }
                Model2 //weed_b
                {
                    "sprite"            "584 4 346 514 2048"
                    "spritesize"        "0.5 0 5 5"
                    "spriterandomscale"    "0.5"
                    "amount"            "0.25"
                    "detailOrientation"    "2"
                }
                Model3 //weed_c
                {
                    "sprite"            "984 2 512 520 2048"  //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels.
                    "spritesize"        "0.5 0 5 5"  //x & y of rotational center of sprite (approx .5 0), x y world size of sprite
                    "spriterandomscale"    "0.2"  //randomness of sprite sizes
                    "amount"            "0.15"  //relative amount of sprite...keep in thirds for three. if four sprites, would be .25
                    "detailOrientation"    "2"  //1 faces player. 0 would not rotate. 2 faces camera.
                }
                Model4 //weed_d
                {
                    "sprite"            "1610 92 384 310 2048"  //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels.
                    "spritesize"        "0.5 0 5 5"  //x & y of rotational center of sprite (approx .5 0), x y world size of sprite
                    "spriterandomscale"    "0.2"  //randomness of sprite sizes
                    "amount"            "0.25"  //relative amount of sprite...keep in thirds for three. if four sprites, would be .25
                    "detailOrientation"    "2"  //1 faces player. 0 would not rotate. 2 faces camera.
                }
                Model5 //weed_e
                {
                    "sprite"            "30 522 472 508 2048"  //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels.
                    "spritesize"        "0.5 0 5 5"  //x & y of rotational center of sprite (approx .5 0), x y world size of sprite
                    "spriterandomscale"    "0.5"  //randomness of sprite sizes
                    "amount"            "0.5"  //relative amount of sprite...keep in thirds for three. if four sprites, would be .25
                    "detailOrientation"    "2"  //1 faces player. 0 would not rotate. 2 faces camera.
                }
                Model6 //weed_f
                {
                    "sprite"            "552 544 416 482 2048"  //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels.
                    "spritesize"        "0.5 0 5 5"  //x & y of rotational center of sprite (approx .5 0), x y world size of sprite
                    "spriterandomscale"    "0.3"  //randomness of sprite sizes
                    "amount"            "0.1"  //relative amount of sprite...keep in thirds for three. if four sprites, would be .25
                    "detailOrientation"    "2"  //1 faces player. 0 would not rotate. 2 faces camera.
                }
                Model7 //weed_g
                {
                    "sprite"            "1028 632 410 396 2048"  //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels.
                    "spritesize"        "0.5 0 5 5"  //x & y of rotational center of sprite (approx .5 0), x y world size of sprite
                    "spriterandomscale"    "0.3"  //randomness of sprite sizes
                    "amount"            "0.2"  //relative amount of sprite...keep in thirds for three. if four sprites, would be .25
                    "detailOrientation"    "2"  //1 faces player. 0 would not rotate. 2 faces camera.
                }
                Model8 //weed_h
                {
                    "sprite"            "1536 488 492 540 2048"  //(X, Y) coord. of upper left corner, w & h of sprite, size of the detailsprite.vtf texture in pixels.
                    "spritesize"        "0.5 0 5 5"  //x & y of rotational center of sprite (approx .5 0), x y world size of sprite
                    "spriterandomscale"    "0.5"  //randomness of sprite sizes
                    "amount"            "0.25"  //relative amount of sprite...keep in thirds for three. if four sprites, would be .25
                    "detailOrientation"    "2"  //1 faces player. 0 would not rotate. 2 faces camera.
                }
            }
        }
        }
     
    And this is an example of blend material using the custom sprites.
     
    "WorldVertexTransition"
    {
        "$baseTexture" "nature/hr_c/hr_grass_001_color"
        "$bumpmap" "grass/hr_grass/grass_a_normals" 
        
        "$blendmodulatetexture" "nature/hr_c/hr_grass_001_blend"
        "$baseTexture2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_color"
        "$bumpmap2" "de_dust/hr_dust/hr_dust_ground_dirt_rough_01_normal"                                
          "$surfaceprop"                 "grass"
        "$surfaceprop2"             "gravel"
        "%detailtype" "custom_weeds_1"

        "%keywords" "ground,dirt,blend"     
        

    The vmt for the custom sprites example:
    Grass
    {
        $baseTexture "detail\my_custom_sprites"
        $alphatest 1
        $vertexcolor 1
        $WorldSpaceScale 3
    }
    At map properties put your custom.vbsp and my_custom_sprites  instead of the default ones.
    save and compile.
    Merry Christmas!
     
  16. Like
    'RZL reacted to Roald in WIP in WIP, post your level screenshots!   
    Yeah abit with the tower. But the overall shape of the building is pretty odd. Also I never seen a old structure like this with a vent system.. if you want a route like that, better think of something thats more fitting and realistic. Use some real life references to get the shapes of the church right. 
  17. Like
    'RZL reacted to kek9z in The random model thread!   
    https://imgur.com/a/IzDQ4Rd
    No problem.
  18. Awesome
    'RZL reacted to ElectroSheep in [CS:GO] de_highlands (WIP)   
    Hey guys, happy new year
     
    Between 2 diapers, I try to find some time for this map, I'm making good progress I guess ^^
     
    Here is the progress on the T spawn :
     


  19. Like
    'RZL reacted to kek9z in The random model thread!   
    So I started modeling because of my csgo map and today i made my first prop just for testing!
     
     

    Still not perfect, need to work on texturing but im so hyped to work with 3D! What you think about this guys? any advice?
  20. Like
    'RZL reacted to ElectroSheep in Goals for 2019?   
    - My main goal is to watch this little thing growing

    - Also changing life by leaving France for Canada with my wife.
    - On the project side, I wish to finish this fckg de_highlands map and after that I want to improve myself on level design and scripting.
  21. Like
    'RZL reacted to El Moroes in Random Photo Thread   
    And I did it again this year  
     
  22. Like
    'RZL reacted to NikiOo in WIP in WIP, post your level screenshots!   
    Remember that ugly ass wall from two weeks ago?
    Decided to make a small environment out of it.

    Don't know if this classifies as Models or Levels.
    There's some more images on my ArtStation: https://nikio.artstation.com/
  23. Like
    'RZL reacted to Serialmapper in WIP in WIP, post your level screenshots!   
    i'm working on a awp map, with my favorite combination: sea, sunset, flowers, rocks 😋
    (no freaking crates !)
     

     
  24. Like
    'RZL reacted to Sil3ncer in [CS:GO][Wingman] Rab   
    This is our first map and we submitted it for the  /r/csmapmakers 2018 wingman contest . We hope we could get some criticism and improve the map .
    Thank you very much ❤️ (We know that there is a problem with the water on low shadow details and some clipping problems too)
    https://steamcommunity.com/sharedfiles/filedetails/?id=1593057959

  25. Like
    'RZL reacted to Anduriel in WIP in WIP, post your level screenshots!   
    Here's another sign of life from my de_losttemple remake. This project got dropped and picked up again a few times and I feel really bad about that. Still I absolutely want to finish it. There's one big step I have yet to take to get closer to that goal, which is learning how to make textures. I will need a good amount of custom content to give it the look I've got in mind. So still a long way to go, but here's at least a WIP screenshot of the A site.
×
×
  • Create New...