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Grusti

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  • Content Count

    11
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  • Last visited

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Grusti last won the day on August 7

Grusti had the most liked content!

About Grusti

  • Rank
    Newcomer

Online IDs

  • Discord
    Grusti#1054
  • Skype
    ilyaivanovart
  • Twitter URL
    https://twitter.com/ilyaivanovart

Profile Information

  • Real Name
    Ilya
  • Employer
    CD Projekt RED
  • Job
    Environment Artist
  • Location
    Warsaw

Profile Fields

  • Website
    https://www.artstation.com/ilyaivanovart

Recent Profile Visitors

251 profile views
  1. I know, I know ... job, guys, a job takes a loot of my time now. But I have a small update, I recently tried Blender and it's awesome but I'm a bit slow right now because you know how it works) about what I have now Platform Wall grass for dressing Pillar and clouds, I grab a cloud from the shooter scene and change them a bit. the light blue color just to create a contrast with clouds on the skysphere. Slowly but steady, thanks!
  2. All right! I've come back with new terrain shader, base materials that I will use for my HS stuff and trim texture with details don't know what to tell more except that I started streaming my progress on the map on Twitch check if you want to see more! and couple screenshots for your pleasure Thank you for watching)
  3. Yes, great idea! I will make them float)
  4. all right! Mass reimagine of the map! New concept art for the background, much simpler and atmospheric idea. Not sure about the planets ... Changes with the lighting because the previous one was not epic enough for my taste) Played with Quixel Mixer awesome program! Who not saw it already - you should) I create a couple of blends for rock surfaces and I should say that the quality is outstanding! also, I made a shader for my rocks with 4 materials mixed through masks Will try to finish all rocks in the near future cheers!
  5. damn... last couple weeks was tough. I spent some free time handling a skybox and light in general. Found cool looking hdri image with grayish/blueish clouds, tweak it a bit in Affinity Photo and add more clouds. This is it Next step probably will be to create a proper landscape in World Machine Thanks!
  6. Little update I was working on the background for my map and decide to stick with a winter theme Something like that I think can work) I used "background mountains" from the free pack on UE4 marketplace just to prototype and will create a proper landscape later and add interesting narrative elements ... maybe, who knows)
  7. Thank you! I have a small reference library for now that I think enough to not spread myself And I asked my friend https://www.artstation.com/redsquare to help me with an idea for the design of the main building and he creates couple paintovers on my blockout (they're not perfect in some places but truly enough to have an idea for a design for the whole map) for the rocks, I decided to use this photo I really like boldness and angularity of these rocks and IMHO they look crazy) I still don't know how I want the background to be Thanks man! Appreciate it) Yeah, quite a lot people still play it actually and private servers are working. Not much maybe but you can find people and not waiting a lot of time to play I played a lot when the game was in early development and news about that they decided to shut it down was like a shot in the chest. but if some modders and map makers will be making something for UT it will live) I hope
  8. I'm in the process of remaking whole blockout meshes to proper ones with interesting design For the design references, I choose Halo and trying to stick with it • Main Buildings • • main arena • •Pillar• • second arena • •footway• •sci-fi thing• •rocks• That's for now, cheers!
  9. My first UT map and first post on mapcore! Decided to challenge myself and create a playable map with my own level design and art. huge fan of UT, Quake, and FPS in general and just get knowledge in the new field for me would be a great plus for sure. First of all, I want to say HUGE THANKS to all Level Designers who share their knowledge. You are the best! So, I decided to create an open and symmetrical map just because it's easier for the first map and I got inspired with the layout from Call of Duty maps where they are mostly symmetrical, have 3 main roads with the main chokepoint in the middle, like the main battle arena, and a couple on the side. My main idea was - there must be an arena in the middle where should be the main chokepoint with "quad damage" This is my "dirty layouts": From this "idea Sketch", I decided to stick only with the background next iteration: • the ∞ iteration after weeks of playtesting • I changed quite a lot - introduce height in the level and started to prototype meshes and terrain • the ∞+1 iteration after weeks of playtesting • This is my last iteration after some playtesting with bots and friends. Gameplay video https://youtu.be/0FT-RfjQZ_A I think my blockout is finished and I can start the whitebox stage. I'm fully open for feedback and new information about level design! Cheers!
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