-
Posts
38 -
Joined
-
Last visited
-
Days Won
2
Ubuska last won the day on June 26 2018
Ubuska had the most liked content!
About Ubuska
- Birthday 07/13/1991
Profile Information
-
Real Name
Peter
-
Employer
Battlestate Games
-
Job
Environment Artist
Recent Profile Visitors
2,831 profile views
-
Looks amazing. Can't wait to map for cs2!
-
Ubuska reacted to an article: 2018: Mapcore's Year in Review
-
Ubuska reacted to a comment: 2018: Mapcore's Year in Review
-
Ubuska reacted to a comment: 2018: Mapcore's Year in Review
-
Ubuska reacted to a comment: 2018: Mapcore's Year in Review
-
MikeGon reacted to a comment: 2018: Mapcore's Year in Review
-
@Radu thanks for including my work! So many amazing entries, it's truly inspiring.
-
Mitch Mitchell reacted to a post in a topic: [UT4] DM-Chamber
-
Rump3L reacted to a post in a topic: Experienced 3D Environment Artist (Asset creation/texturing/material authoring)
-
poLemin reacted to a post in a topic: [UT4] DM-Chamber
-
Chamber has been noticed and retweeted by UT official twitter account which is nice I wish though that the game and community maps received more attention and love from the developer..
-
Roald reacted to a post in a topic: Peter Gubin - Environment Artist
-
Hello. My name is Peter Gubin and I'm professional environment artist with both AAA and indie projects experience. My portfolio and CV: http://www.thewarpgames.com/petergubin Due to NDAs I shared only my personal works there. After some time hopefully I will be able to share some of my professional work there also (and remove old stuff too).
-
Yes, grenades interact with player collision. Performance-wise it works great even on low end machines thanks to scalability settings, heavy LODing and stationary lights. Though there is a room for improvement performance-wise and in terms of visuals to the low settings scenario. I will make more lights stationary to make low graphics look better.
-
New version of DM-Chamber has been released. Changes: collision bugfixes, art fixes, slight optimizations. https://utcc.unrealpugs.com/map/348-DM-Chamber Also I made a video for this map
-
Here's breakdown of the map in terms of art pass - final collision and blockout stage. Pretty interesting stuff I think [ 1 ] Art pass - Final Collision - Blockout [ 2 ] Art pass - Final Collision - Blockout [ 3 ] Art pass - Final Collision - Blockout [ 4 ] Art pass - Final Collision - Blockout
-
Thanks! I used blender for all tasks. Flowing curves was hard to make look right, actual making process was pretty straightforward though. I used curves and when I felt that they look good I converted them to meshes and optimized/unwrapped them.
-
Finished this map today, you can download it here: https://utcc.unrealpugs.com/map/348-DM-Chamber This was hard to pull off because art in this map is custom 100% and I managed to get the size of 150 mb which is great. Making this level was a blast for me so please feel free to play it!
-
-
Finished modelling of this room, and almost wrapped entire modelling part. Almost there Lighting/texturing are temporary
-
-
Just WOW! Looks amazing! I wonder who that Helder Pinto guy is though Btw, this looks like a painting, so rad.
-
Hi, here's a couple of updates. I more or less finished with rough modelling, starting to refine assets. Trap room rough modelling First textured asset. This asset uses one tiling material with single unique mask texture with no bake. I'm using custom vertex normals to give it rounded look. I plan to produce assets that way - using just one (sometimes don't uses at all for not significant assets) unique mask per asset. I also use mesh decals for additional details. Will add emissive for some of them later on. And lastly, some rough modelling for other rooms And here's some experiments with emissive mesh decals That's it for now, thanks for watching