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Ubuska

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Everything posted by Ubuska

  1. @Radu thanks for including my work! So many amazing entries, it's truly inspiring.
  2. Ubuska

    [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..
  3. Hello. My name is Peter Gubin and I'm professional environment artist with both AAA and indie projects experience. Email: [email protected] My portfolio and CV: http://www.thewarpgames.com/petergubin PeterGubinCV.pdf Some examples: Thank you, Peter
  4. 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).
  5. Ubuska

    [UT4] DM-Chamber

    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.
  6. Ubuska

    [UT4] DM-Chamber

    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
  7. Ubuska

    [UT4] DM-Chamber

    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
  8. Ubuska

    [UT4] DM-Chamber

    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.
  9. Ubuska

    [UT4] DM-Chamber

    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!
  10. My progress on central room for DM-Chamber (UT4 map)
  11. Ubuska

    [UT4] DM-Chamber

    Finished modelling of this room, and almost wrapped entire modelling part. Almost there Lighting/texturing are temporary
  12. Ubuska

    [UT4] DM-Chamber

    Still working on this thing All lighting is just a draft.
  13. Just WOW! Looks amazing! I wonder who that Helder Pinto guy is though Btw, this looks like a painting, so rad.
  14. Ubuska

    [UT4] DM-Chamber

    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
  15. Trap room modelling progress for my UT4 map called DM-Chamber
  16. Glad that they took this over-the-top style for a sequel, there should be more games like this.
  17. Ubuska

    [UT4] DM-Chamber

    RELEASED Map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber Old post Hi! I'm making DM map for Unreal Tournament 4. The goal of this project is to make fun cool looking map with custom art within 100 mb file size. It features trap room in the center of the map and zero grav pools. Playtesting was really fun Here's bsp layout screenshots After 5 versions of this map and playtests I started an art pass for this map. Still very rough but I managed to come up with some interesting basic shapes and basic lighting, so it's a good start I think. This map is available here: https://utcc.unrealpugs.com/map/348-DM-Chamber
  18. Yeah, I tried to find it in the game, but looks like it was morphed into something a bit different. The hardest part was to reinterpret it in 3D.
  19. Hi guys! I finished working on Halo 4 inspired scene - forerunner themed environment based on a concept from Halo 4 artbook. Here's the concept itself and my implementation captured within UE4. For this scene I used interesting technique - all assets made using custom vertex normals + bevels and tiling materials with no bake. Details made using deferred decals (normal, emissive). I can post some breakdowns if there is need for that. Let me know! Highres version here: https://www.artstation.com/artwork/BdXqk Also you can check my artstation for more stuff: https://www.artstation.com/gubin
  20. Thanks! I really enjoyed working on this map probably due to limited editor capabilities and with provided reflex art only.
  21. Hi! This is another DM map I made for Reflex. Have fun! Comments and critiques will be appreciated. Steam Workshop link Name: Instant Momentum [WRDM2] Type: DM Description: This is tight close-combat deathmatch map. Author: Ubuska Thanks for playtesting and ideas: D-X, w96k, Ivan/O, chortas Screenshots:
  22. PS: Comments and critiques will be appreciated. Steam workshop link - http://steamcommunity.com/sharedfiles/filedetails/?id=873541130&result=1 (Version 1.0) Name: Instant Momentum [WRDM1] Type: DM Description: This is tight close-combat deathmatch map. Author: Ubuska
  23. Ubuska

    [UT4] DM-Foundation

    75% meshing done. There are still a lot of holes, but I'll fill them eventually.
  24. Ubuska

    [UT4] DM-Foundation

    Roughly half meshing done (sometimes it is really hard to match the collision), I also played with my uber material a little. For this level I'll go with material ID masking and a small library of material functions blended by it as well as overlaying all stuff with scratches and dirt by dirt mask. So I need only normal and AO to be unique for each asset. Geometry of meshes is really rough right now.
  25. Ubuska

    [UT4] DM-Foundation

    I changed layout in v2 quite alot, if you want I can build v2 and share it.
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