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untor

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untor last won the day on November 13

untor had the most liked content!

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About untor

  • Rank
    MOROZOV
  • Birthday 12/11/1994

Online IDs

  • Steam
    http://steamcommunity.com/id/untor
  • Twitter URL
    https://twitter.com/untor_morozov

Profile Information

  • Real Name
    Sergey Morozov
  • Job
    Level Disign
  • Location
    Izhevsk - Russia, Udmurt Republic

Recent Profile Visitors

3,261 profile views
  1. i think need fix smooth groups. For example remove smooth on wooden planks, and make smooth only on rope. Try to make it :)
  2. im not sure. Or, if Agents models only for teammate and casual mode
  3. one of solution, make a dev_box map...thank valve. i think we can try to make brighter map, rather before, but it is some doesn't work everywhere. Or change color saturation for map.
  4. Swamp Recently, there have been quite a few different publications, but no new spaces have been shown. I was focused on modeling and texturing filling objects, specifically vegetation. This is important, since vegetation plays an important role on this map. What about the gameplay. I try to stick to the original layout. In my opinion, it is quite successful, and now I am only working on the space. On the screenshots, you can see the updated T side, mid and spawn T. The screenshots do not show the final result, but they allow you to understand in which direction I'm moving. What's left: - Middle, CT side, and hangar (connector between bombsites) - Optimization (now in some places there is a drope fps at bombsite A) - The background - Final refinement of timings
  5. Content from unreal for me are a subject of study. So I'm trying to learn from the experience of more professional artists. I do not make a content port, but I create my content based on the result of the study
  6. Not, that's my remesh from props of UE4
  7. new swamp trees set new ivy set
  8. untor

    DE_CACHE (new version)

    lets start 1. Open or closed? Mb you can open it in inside too? 2. Try to fix that, it is doesn't matter, but looks strange) 3. Vehicle, i think need to change to Soviet. 4. Foliage distance 5. Need fix this light props (remade props) 6. Miss roofs 7. Miss wall on build hmm thats all. mb not)) not sure) I like some changes, i like Cache before, and i think i want to play again. For me, new visual like Erangel 2.0. Good job)
  9. If you want, i can told with you in Discord and try to help you with Autocombine, and then you can help me write a tutorial on english))
  10. At the very beginning of development, all brushes i converted to func_detail. Because it is doesn't metter for final results, but save you're time. If after compile you have a bad performance on map, you should made simple base brush inside func_detail geometry (i was made it after final visual results.)
  11. I liked what I saw. I will not say that all my expectations were met, but some of them came true. I think it's worth waiting for the release of the 10th, for a final opinion. But now it feels like a new Erangel 2.0 in PUBG, everything seems beautiful, but a lot of distractions. Even visually adopted similar decorating methods.
  12. I feel, you can made this layout without bottom path. Look my idea, about youre layout - it is simple layout where Defence have a 5 path, and attak side have a 3 main path with faster rotation to middle. My ide is not good, but simple rather youre
  13. I’m still studying work with the site. It is not yet possible to implement the plan. Therefore, yes, I redirect to another domain, the Russian social network. So far, it’s more convenient to work with content. In the future I will implement a normal gallery with a narrative.
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