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NikiOo

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NikiOo last won the day on April 26 2020

NikiOo had the most liked content!

About NikiOo

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    Regular

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  • Discord
    Nikio#3991
  • Steam
    http://steamcommunity.com/id/bromangen8/
  • Twitter URL
    https://twitter.com/Niki0o

Profile Information

  • Real Name
    Nick Stefano
  • Job
    math

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  • Website
    https://nikio.artstation.com/

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  1. We finally have a challenger.
  2. Seeing this guy's channel, I'd say the funny is fully intentional.
  3. NikiOo

    ROOF [How to build?]

    I suggest that you align your geometry to the grid as much as you can, without compromising shape. In the example I show, I have roughly the same slope, but since it aligns with an exact point on the grid every six units. If you then reduce to a smaller grid, it would align every 3 units: You can then use the vertex tool to raise the left edge of the wall. Or alternatively, you can make the wall overlap with the roof and use the knife tool to cut it at the same angle, but I wouldn't advice it since making changes afterwards is gonna suck for you.
  4. NikiOo

    The random model thread!

    Reading this feels odd to me since it's the exact same reaction I had going from blender to 3ds max :D. Imo blender is the most intuitive software to use as far as navigating the viewport goes, especially if you use the (Shift + F) mode to fly around the 3d space. It may just be because I've used it for much longer than any other 3d software. Anyways, it's a matter of personal preference. I find myself switching from one software to another if I don't like how they do a certain thing. Here's the first fully textured car I've made (at least one that's good enough for me to remember)
  5. Maybe you're not supposed to interact with the world, but rather just observe and admire the beautiful static pieces... Like those cactuses.
  6. The only game I've played that came out this year was Carrion. It was an interesting concept and felt good to play, but the levels felt short and linear, and very easy. It was more like a demo than a complete game. That being said, my game of the year for 2020 is Pathologic 1 Classic Edition HD.
  7. NikiOo

    Furnace

    I really like the theme. It's not something you see very often. I believe you guys will know how to romanticize this cold industrial city. The layout looks a bit on the large side with a lot of narrow pathways, but you'll get a better sense for it when you build it in hammer. If you're still looking for references, there's this Facebook group, https://www.facebook.com/SocModernism/ It was one of the sources of inspiration for a current project of mine with a similar theme. Good luck with the project and I'd love to see where you take it.
  8. I think there is a question worth discussing here. Imo, the problem is that no one knows what Valve wants from skin-creators and map-makers. Given the wide range of skin rarities in the game, from very plane and simplistic to excessively decorated, it's evident that effort is not the most important factor. So what is it then? I think there are a lot of skins on the workshop that look amazing, but don't fit stylistically within the game. For all those artists it's like they're applying for a job with a portfolio, without ever getting any feedback. They don't even know if their submission has been looked at. It may be true that this kind of system ultimately leads to a larger number of good skins, but also a larger amount of good skins that don't get in the game. Then again, I haven't published anything myself that's good enough to warrant Valve's attention so I don't really know the extent of Valve's communication with skin creators. Why didn't Junction or Import make it to an operation? I guess we'll never know. What if there was something like a "Valve Approved!", or "Valve Hates you!" badge that would be placed on every workshop submission that was reviewed by Valve. Wouldn't that be nice? They must review submissions when they're looking for new skins or maps to add to the game. Let me know if I'm absolutely delusional.
  9. The furniture has arrived! I wish I had more time to work on this, but it is what it is. I managed to get it to a state of half-finished. The rocks look horrendous. I was too cautious not to go overboard with the polygons cause I knew I wouldn't have much time for optimization so I quickly put together a set of basic rocks. They looks at least 20% better than the previous set, and I'm satisfied with that. Here's some more screenshost: Fun fact: Importing the custom assets took more time than actually making them. I had a lot of fun making custom textures for this map. Thanks to everyone who helped with playtesting! Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Now let's hope the moderator staff can approve this in the next 16 hours...
  10. NikiOo

    The random model thread!

    Ash Tray inspired by Matchstick Men.
  11. NikiOo

    Darina (Wingman)

    I think this is a major improvement on Victoria in many ways. Awesome work! The way you've put the in-game screenshots right next to the real images shows that you've made a really good use of those references. For things that could be improved, I'd say the water texture could look a bit more watery and the rock cliffs are a bit too flat. But perhaps it's fine in game, I'm too lazy to launch CSGO.
  12. NikiOo

    ZBrush Dragon

    Something feels off about the shape and size of that bottom jaw. I feel like it would look better if it connected to the neck and if the neck was thicker, or if the jaw was just smaller.
  13. NikiOo

    The random model thread!

    I recently started learning how to model faces in Zbrush. I've always been afraid of organic modeling but it turns out it's not that hard. P.S. looks better when you squint.
  14. People told me to get rid of the benches, so I thought, why not add yoga mats instead? Don't worry, I'll add some more color variety. I'm still experimenting with the textures. The story of this building goes back hundreds of years (or at least dozens!). It was built a long time ago. Before it was closed, it was a working church, visited by people of all creeds and ages. The surrounding area was populated by tigers, which was quite stressful for the old ladies with their fickle minds. One day one of them got the brilliant idea to start feeding the tigers so they wouldn't bother her. So she bought a pack of beef from the grocery store and took it with her the following Sunday. The day after she was found dead. No, a month later! They only found her hand. So yeah... she was eaten alive. Poor thing. Anyways, the old ladies got together and protested to the mayor, requesting the tigers to be slaughtered. The mayor, whose name is Harold Pleski, decided to close the church instead, to discourage people from visiting the desert. Some say he hates old ladies. After that people stopped visiting and churching took place in the pastors house temporarily. Fast forward a couple decades, a group of hipsters found the church and decided to settle in. They painted the walls and started practicing eastern spirituality. Today this place still stands as a home to a moderately large yoga cult. Joshua, one of the founding fathers wears the mask of a tiger all the time. He even sleeps with it... Speaking of textures, you might have noticed I've changed the wooden walls with my own custom white painted wood. I just got Substance Alchemist and I've been experimenting with it during the limited time I have before my laptop shuts down to let its internal organs return to solid state. Here goes: I'm still working on it, but the basic premise is that the walls have been repainted many a time. I want the age of the building to show through the layers of paint. My plan is to make a two texture blend, one with the white paint only, and one with the same white paint but a lot more worn, and then blend between the two. And then I'll use overlays to add the second layer of paint (blue or some other color) like Valve did on mirage with the broken walls. So that's it for now. I'll run some more tests on the source engine discord once my exams are over.
  15. CS_Joshua is the remake of CS_Erect, sporting a new theme with greater elevation changes. It's a wingman hostage map set in a semi-desert biome. Here's the backstory from the Steam workshop: Joshua is a wingman map set around the church of a good samaritan community, led by the loving and generous mister Joshua. An anonymous source has informed the local police that a religious sacrifice is about to go down. Has Joshua lost his wit, turning to the dark side? Or is this yet another disgruntled atheist trying to throw shade at our wholesome community? The sheriff sent two cops to check out what's really going down there. His gut tells him that this might be linked to the missing high-school teacher. Not many crimes happen in this small town. Starring Sam Sante and Corelle Lalil as the hard-boiled cops, Mutah Schickre and Raffael Mike as the occultists, and John Pain as the abducted high school teacher. More screenshots: I changed the location from the Negev Desert to Joshua Tree Park because I found some cool photos on r/EarthPorn. This is what it was gonna look like before I had a change of heart: When I pictured it in my head it sounded like a pretty dope idea. I was gonna have these sharp rocks sticking out of the dunes, surrounding the church entirely, and then these two rock hands sticking out above the rest, as if they're holding an invisible halo above the church. But then I made it and the rocks ended up looking like utter shite. I don't know if it's the lighting. Or if my models are too low poly. Perhaps I should have used more references. Or maybe it's the basic ground that's not doing enough to complement the cliffs. Either way, I thought I'd be better off changing to less deserty desert. So my current reference looks like this: ...with some tall cliffs like this one: ...to round off the boundaries of the playable area. You might say, but Nikio, if you keep changing the theme of your map, you'll never finish anything. You might be right. But the success of the visuals is very much dependent on how good the surrounding rocks are gonna look. And this is not the first time I've remade a major set of props. I remade the props for my first map, De_BigAssStatue two times, and in my eyes they got better and better with each iteration. And that's what this is - an iterative approach. Sometimes when you set your goals too high and you fail, you then have to try something else to get your confidence back. Here's the radar: There are three lanes: 1. Roof: If CTs take control of roof, they'll have an easier time taking the hostage. 2. Outside: If CTs kill the outside player, they'll have a clear path for the rescue, knowing the the other T is on the other side of the map. 3. Middle: Middle provides a quick rush route to the hostage. Since the previous release version, I've increased the height changes in order to limit movement. I think this is a good way to balance small maps, making them less chaotic without oversimplifying the routes. I've uploaded it on the workshop. It's gonna take a couple hours for the mods to approve the update. Here's the link: https://steamcommunity.com/sharedfiles/filedetails/?id=2095685385 Let me know what you think!
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