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Serialmapper

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Posts posted by Serialmapper

  1. With rocks, buildings and other lifeless objects they may get away with the photorealism, but with the vegetation, animals and humans i am more pesimistic that they will get out of the uncanny valley any time soon, especially if they are animated. The human brain is hardwired to detect every subtle detail that exist in the makeup of every living being. So good luck cheating that. 

  2. The final version has arrived. You may check it out here: STEAMWORKSHOP

    There is always something to do, to add, to change, but i decided to stop here with this map, at least for a while. (credits: water material by @Yanzl)

    The custom models are made by me using 3dsmax and substance painter. The custom materials are made mostly with scanned textures from textures.com

    20211207185638_1.jpg.96351fa8e8e0417bbcd3c0308f8e9951.jpg

  3. Yes i'm still using them. I had converted them from the cry engine format using a small program that i don't remember now its name, to fbx, then i imported them √ģn 3dsmax, where i applied the vmt created from the original cry engine texture, and then i had combined them making larger groups so i don't have to place many individual plants in the map, as the source engine doesn't have the capability of painting with props.

    So basically they are new, larger props derived from the cry engine SDK ones. I hope that i made myself understood. Anyways i don't think that the map will have such a huge succes that it will be included in the game s-o that legal issues may occur. 

  4. I never thought of that, but on a second look you are right ūüėĀ. It fits somehow the new theme of the map which is inspired from Romanian late medieval palaces like Mogo»ôoaia.¬†

  5. After a hiatus of 3 months or so, i had finally could create a testable BETA version of my defuse map. If you want to give it a spin i had updated it on the WORKSHOP too.

    Below are some screenshots. The rocks are by me, the ground materials (4way blend), are by me made from various textures from textures.com, the water texture, the spruces and related models are by @Yanzl, the bushes and some of the ground vegetation are from Cry Engine 5.7 SDK (i hope it's not illegal).

    20210812111530_1.jpg.0fb36ad2d61f41cddf7e4cc60227cf1f.jpg20210812111509_1.jpg.8490ddae729587060d7d00eeb2f48262.jpg20210812111459_1.jpg.c0bfc4a921da9645f11406138eb55e41.jpg20210812111445_1.jpg.6f36a1aadfb7ffc2c23566ae73b255e7.jpg20210812111356_1.jpg.2b4bf55ff7f33d49f7435db039dff89a.jpg

  6. As the title says , i am making a visual remake (getting rid of the cbble theme), and a little bit of gampley readjustments, of one of my older maps, de_island , that i made in 2014 for the gamebanana maping contest. Here its a link to it's page on gamebana.

    I started the remake more than a year ago, but i made frequent pauses due to, you know, real life. I'm going to finish it some day, no deadline, but until then i'm creating this topic to be more like a development log.

    My intention is to use HR textures, as much as possible the custom kind, and custom models, as much as possible made by me. Here are some screenshots to ilustrate the progress. Any constructive feedback is welcomed.

    20210711152121_1.jpg.c665602225a92097bd8828882f20a630.jpg

    20210711152147_1.jpg.fd1e714a9c52ef0d7b61ebb0d940a529.jpg

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    20210711152558_1.jpg.e7321295a3051eaa72c74e9945432f64.jpg

    20210711152402_1.jpg.761b216091ebe845a82dfe850787bfe1.jpg20210711152425_1.jpg.e426c221ceac3fd802a954261bd7d3d6.jpg

  7. @FMPONE

    Very interesting insight in the new engine. Since i don't have HL:A, for me it's like watching level designer pornography. From what i had seen, the Light probe entity it's very similar with the one from cry engine 5. What it isn't clear for me, is that you can make props from anything, like that table, or just from already existing props, like with that tree? 

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