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eXnihilo

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  1. Like
    eXnihilo reacted to Obsidian in About Advance GTKradiant Modeling.   
    GtkRadiant is still actively used for both commercial games and game mods. It is actively being developed and has a large community base.
     
    As with any game engine and level editor tools, just understanding how to use the tools to create a room simply isn't enough to call it "mastering". Creating detailed maps requires at least a basic understanding of level design theory, art and colour theory, lighting concepts, texture work and a shitload of experience. Keep at it, I think you just need more experience.
     
     
    Here are some screenshots from modern day maps of Quake 3/Quake Live (a game engine that is over a decade old, unmodified).
     




  2. Like
    eXnihilo reacted to Steppenwolf in The random model thread!   
    ok i consider this finished now
     

  3. Like
    eXnihilo reacted to Rick_D in Zoo Tycoon   
    prison architect: petz edition
  4. Like
    eXnihilo reacted to cincinnati in SOUQ   
    screenshots of the final version...

























  5. Like
    eXnihilo reacted to 2d-chris in WIP in WIP, post your level screenshots!   
    a map without light is black, a photo without light is black, and movie without light is black, a room without light is black. Lighting is, and always will be one of the most important factors in artwork, when you start to learn how much thought and expertise that goes into lighting a scene of any media, it's humbling - learn lighting for one and you've got the basics of them all.
  6. Like
    eXnihilo reacted to kab in WIP in WIP, post your level screenshots!   
    Just testing my 4 modular assets(from the random model thread take-over) in UDK. Mostly been working on the materials for the last week(when I have had time). Really happy with my results, so I will be expanding on this scene a lot when I have time in between my studies.
     

     

  7. Like
    eXnihilo reacted to Steppenwolf in The random model thread!   
    Made a Walther PPK for practice. Texture too clean? I kinda always struggle between too cartoony or too noisy when i try to push my textures more.
     
    edit: ah shit just realised the wireframe is slightly visible in these shots. gonna post some more when i put final touches on the texture
     

  8. Like
    eXnihilo reacted to DD in id Software Game & Level Design Positions   
    Hello everyone,
     
    Dorian aka DD here. Back when I was still trying to get into the game industry, about 10-12 years ago, I was active in the mapcore community for anyone who remembers me.
     
    I know there's a lot of talent here so I wanted to forward a link to the id software/Zenimax hiring page. We're currently looking for level designers & gameplay designers. Click the following link then select id Software & design:
     
    http://jobs.zenimax.com/
     
    We don't require 2 years experience if you have great personal work to show, in fact I'm going to harass HR just after this to remove that note. Just a few tips:
     
    Don't send in a resume without a portfolio, otherwise its straight to the trash. Your portfolio should have relevant recent professional & personal work in 3D first person or third person shooters. Be specific about your work/contributions. It's frustrating looking at vague portfolios. Again, be specific about your work! ​We're looking for unique & creative gameplay work for gameplay designers. What interesting combats or sequences have you created? Videos are best for this! Be specific about what you did! For level designers we want to see actual level geometry, lighting, examples of your level composition, level layouts, prop placement, examples of how you worked with a team. Screenshots & videos are great for this.  
    If you have any questions or comments, please post here and I'll check in here later.
     
    Good luck
  9. Like
    eXnihilo reacted to Seaseme in totally random texture thread   
    Hi guys!

    This is my first post here, so I hope you'll have me. Here's a blast crater decal I worked up some time ago. I'm a little proud of it. Let me know what you think!


  10. Like
    eXnihilo reacted to Seaseme in totally random texture thread   
    Thanks! Here are the flats for it and that screenshot is shown in Marmoset with real time tessellation, just pimping out the height map.
    :
  11. Like
    eXnihilo reacted to Bunglo in totally random texture thread   
    Using the same zbrush base as the last texture I posted. Forms in it are pretty terrible but wanted to see what I else I could do with it:


  12. Like
    eXnihilo reacted to Bunglo in totally random texture thread   
    We'll see if I still think this looks decent in the morning:


  13. Like
    eXnihilo reacted to knj in totally random texture thread   
    floor for my project i'm doing in my free time
  14. Like
    eXnihilo reacted to penE in The random model thread!   
    Also working on a helmet + astronaut body . It's for my university project and the first time I'm doing a character model, kinda exciting (at least for me).


  15. Like
    eXnihilo reacted to Lunaran in The random model thread!   
    something different o/
     

     
    128 x 128 x 663.  not flawless, but I've had my fun.
  16. Like
    eXnihilo reacted to Steppenwolf in CS_AGENCY   
    I don't play CS but i just ran through this map to take look and it's really awesome! Pics don't do it justice. Great job everyone who worked on it!
  17. Like
    eXnihilo reacted to Puddy in CS_AGENCY   
    Thanks for the comments guys! 
     
    For those interested, here's a few screens that show the transformation from playtesting map to polished release! 
     



  18. Like
    eXnihilo reacted to PogoP in [CE3] Abandoned 1920s Hotel   
    Hey guys!
     
    I've been posting a few screenshots here and there of this scene I've been working on. The Cryengine has been very up and down recently (mainly down) so I haven't been able to work on various elements at all really, but with the new version of the engine being released on Friday, I decided to spend a couple of days this weekend messing with the new features and working on the atmospherics a bit more.
     
    Unfortunately the 3ds max exporter is broken atm, or at least it is for me in Max 2010, but that has meant I can mess around with lighting, fog and decal stuff! Oh, and the cubemap generation isn't working properly in CE for some reason either, which is giving me some very strange results with reflections, so ignore that for now.
     
    Here's the latest:
     

     

     
    My plans for the scene currently, are:
     
    -Block in and detail one of the rooms, and have another room in the scene but only visible through a slight crack in the door.
    -Add a stairwell and a bit of height variation, maybe just a couple of steps going down in the corridor as this is quite an old building.
    -Model some sort of exterior. This is kinda low priority, but I think it would be nice to have some silhouetted buildings visible outside through the rain/fog.
    -More props! I want to add a hell of a lot more to give this scene more of a story and a sense of abandonment. I'm not 100% sure what happened here, I'm just thinking it has been left in a state of disrepair for a good few years, and perhaps some squatters have moved in at various points..
     
    And for old times sake, here's where this scene started:
     

     
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