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dmu reacted to Corvus in [UE4] [WIP] Ryokan
Here's a little demo i've recorded of the night scenario. Kind wanted to make it a bit more spooky feeling. Sorry for the keyboard noises
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dmu reacted to Squinky in [decompiled] dz_blacksite | dz_sirocco
(sorry for necro, but me and I'm sure some other people sometimes refer back to this thread occasionally when doing detail stuff, since there's yet a page on the VDC.)
So I've done some testing on the world space masks and how exactly they line up with your hammer grid.
Scenario One: Square Map
This is pretty simple. Your tint/type mask is a square texture, and Source creates a bounding box around your map. If your map is square, this works out pretty simple and your world space mask will cover the entire map. It is aligned to the bottom left of the bounding box created (when looking down from the 2d top view in Hammer).
Scenario Two: 'L' shaped map
This is pretty similar to the square map - Hammer creates a bounding box around your map and aligns the world space mask to the bottom left. Even if your map has the corner of the 'L' in the top right, your world space mask is still aligned to the bottom left corner of your maps bounding box.
Scenario Three: Rectangular Map
The world space masks are still aligned to the bottom left of your maps bounding box, however it's important to note that they do not stretch aspect ratio!
Scenario Four: Unconnected sections
If your map has different sections (completely separated by void/skybox), a bounding box is created over your whole map and the tint mask is still aligned to the bottom left.
Scenario Five: Map with large amounts of 'void' at the borders.
So I've talked a lot about the bounding box of your map, however its also important to note that this bounding box is only created from the corners of textured displacements - the void does not count! This means if your map has a box skybox from one corner of the hammer grid to the other, but only has one small displacement in the middle, the bounding box only counts for that displacement.
Scenario Six: 3d skybox next to your main map (not above or below)
If there is a sky_camera in part of your level, that part of the level does not count towards the bounding box created. This means you don't have to put your 3d skybox under or below your level and it's perfectly fine being next to it. It's also important to note that I'm not sure exactly how the world space masks line up with 3d skybox, seems to be a bit different from a regular level (but who's gonna put detail sprites in the 3d sky anyway lol).
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dmu reacted to Minos in Spanish Town - Unreal 4 VR Environment + Tutorial
Thanks man!
I think the style is starting to become clear for me now. I don't want it to be super stylized, but not super realistic either. Hyperreal would be how I'd describe it
Here's a blend material to paint damage on the plaster wall:
and a screenshot with messed up UVs
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dmu reacted to smn_fhs in Blender Drone Tutorial - Learn Blender and Substance Painter for game art!
Hey mapcore,
I`ve just released my latest tutorial for creating a current generation Drone model for videogames in Blender and Substance Painter!
The tutorial covers the entire creation process for the Drone from scratch in over 25 hours of 4k video. Everything is recorded in realtime and fully commented on. The course also comes with a 4,5 hour introduction to Blender chapter, that will teach you the software from scratch. In addition to modeling in Blender, you will learn how to texture the asset using Substance Painter and render it in Blender's built-in, Evee real-time renderer.
More images can be found on my artstation and I`ve uploaded the model to sketchfab as well if you`d like to check it out in your browser in 3D. For more information on the course, make sure to check out the trailer.
I`m looking forward to your version of the drone!
For the next 72 hours, you can get the course for 20% off its regular price using the link below:
https://gumroad.com/l/AzaOi/launch
-Simon
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dmu reacted to Minos in Spanish Town - Unreal 4 VR Environment + Tutorial
Another weekend, another update
I just finished recording a "crash course" on making textures, by using a combination of Substance Designer, Photoshop and Zbrush. I start from zero and assume that you never used SD or Zbrush before, and walk through the tools I use the most. Still a lot of polish to do with these, but I'm digging how graphic they look already
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dmu reacted to ThunderKeil in Counter-Strike: Global Offensive
oh boy another ''ringel tries to advocate that postmodernism is the only legitimate art movement even though none of his maps even vaguely fall within this category'' thread
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dmu reacted to AlexM in What are you playing now?
So much Risk of Rain2. Had a 3 hour run last night :X
Also started the new Yakuza game. So far so good!
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dmu reacted to T-Rexer in Vineyard - Danger Zone
We started working on a new map for Danger Zone a while ago and it is now in a state where it is playable, yet far from being finished. The map is set in Tuscany, Italy and is a departure from the usual toned down visual style of Danger Zone map to something more vivid and vibrant. We will try to make it quite colorful and unique compared to all other Danger Zone maps.
The team working on the map consists of Squink, Squidski, Hasselhoff, Seth, Slimek, Quoting and T-R3x3r.
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2403831979
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dmu reacted to leplubodeslapin in Deathloop - New Arkane Lyon's game
Along with that new trailer, our creative director Dinga took part in another video to showcase some core concepts for the game :
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dmu reacted to Minos in Spanish Town - Unreal 4 VR Environment + Tutorial
Update time!
Finished the blockouts, and did a lighting pass. Now onto my favorite part: Texturing
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dmu reacted to celery in My First Year in Review
The title is a bit misleading. I have been mapping for a while, but after a two year hiatus I came back to it a little over a year ago when I wanted to make a neat little Wingman level for CSGO. I just want to share a few screenshots of projects that I started (and some finished) in the past year in order.
Coverup
I cooperated with Sir Thomas and 9yz as level designers, environment artists, and prop artists to finish and release my first level ever, which finally got it's release in August after a few months reacquainting myself with Hammer and learning how to model for the first time.
I consider this project a failure, but learned a lot from it.
Paradise
This was my first success with mapping. I won 10th place in the Source Engine Discord mapping contest and modeled more and detailed more. I eventually took help to optimize it after I released my first version.
I worked as the level designer, environment artist, and prop artist for this project. I received help from Sir Thomas and Peake to help optimize the VVIS on the level to increase the performance significantly.
This level was also featured on the Mapcore Wingman Hubs on FACEIT over the winter.
Following this project I was well on my way to learning how to model. I decided to help a bit on a Sourcemod aimed at recreating a Quake-style deathmatch game in Source.
After running into engine limitations on the beefed up version of Source, I decided to repurpose those PBR-authored Quake assets into an aim map for CSGO.
Between working Paradise and the Quake-style levels I started working on a wingman level with a number of people, including Sir Thomas, iTwins, ynel, Jayk, and Jonmcbane on an unfinished project that was nicknamed Paradise 2.
I worked primarily as a set-dresser, prop artist, and material author, creating materials from photosources I took and PBR materials on Textures.com
This was a stepping stone for what I am currently doing on my three unreleased/unannounced projects which I am excited to share when they are ready. (One of them I do share a lot about on my Twitter and will be posting a few of the assets below).
My newest project, a Wingman level in Great Britain is well underway. I am primarily working as the prop artist, material author, and set-dresser for this project. I have improved and built on my techniques for generating PBR materials from photos I take and porting them into the CSGO Spec/Gloss shader workflow.
That's all I have for now. I expect to be sharing more soon... and I hope nothing takes too long.
I also want to say thank you to everyone whose helped me along the way and I'm excited for what's next!!
Cheers,
celery
(formerly TheOnionChef)
Here are the links to my ArtStation, Twitter, and workshop pages.
https://www.artstation.com/willgranda
https://twitter.com/celeryslice
https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191
https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582
https://steamcommunity.com/sharedfiles/filedetails/?id=2371525727
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dmu reacted to Corvus in [UE4] [WIP] Ryokan
Starting to detail some of the roofs. All of the texturing is done by using one trim texture for most of the geo.
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dmu reacted to Lizard in County
RELEASE
Happy to announce that we just released County!
This took us a while but we are super happy with the final results. Map is now ready to be played and enjoyed by others players. If you have any feedback, hit us here or in our DM's.
Thanks to everyone who helped us trying to workout danger zone game mode and to everyone who provided us with their feedback!
Workshop link
Thanks!
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dmu reacted to Andre Valera in Torch
Hello there,
Here's a 2 minute video overview for the blockout of de_torch. Since it's early in development I thought a video would do the job of showcasing my intentions and goals with the project.
Steam Workshop Download
Blockout Timings
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dmu reacted to csWaldo in Furnace
Update time ?
This weeks update focusses on the CT side of the map.
CT spawn was simplified a lot. A lot of CT players had issues figuring out where to go from spawn and retakes on A would be hindered by the long, winding paths onto site. The new version should make the CT spawn shorter, easier to read and more impactful:
B site received an overhaul. The old site felt cramped, the height difference caused issues and the sightline from window felt awkward. The new version is essentially mirrored and cleaned up to feature a more open plant zone. The open silo stuck around and works even better in the new version:
The map also received a number of smaller changes. Most notably, the connector is no longer strictly a one way drop. You can get back up by jumping the gap from the convenient gap jumping board. Be weary of the sound cue it gives off:
The map still has issues with unintentional amounts of fall damage, awp heavy sight lines and stiff pathing. We are already working to fix those.
Thanks to everyone who keeps up with our map, joins our tests and gives feedback ❤️
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dmu reacted to Roald in Boulder
Well, I reworked bombsite B entirly and spiced middle as it was quite uninspired.
My aim for this map is making it feel more dynamic with different ways of playing/approaching one area and quick rotations for both teams.
I hope I didn't go overboard with my ideas, but a playtest should tell more
Here the album with more screenshots and info about the timings and angles and such: https://imgur.com/a/UjLjLYv
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dmu reacted to Corvus in [UE4] [WIP] Ryokan
Decided to completely change the color scheme and the lighting setup for the scene. Hopefully this makes it look less dull now
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dmu reacted to StormCatcher.77 in WIP in WIP, post your level screenshots!
First attempt in Prodeus map editor:
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dmu reacted to Tomato in [GSGO] de_samba [WIP]
So, yesterday I had my first playday for this map and this was the feedback I got:
Tight!!!
I heard this word several times during the playtest. It seems that a lot of players found several corridors to narrow. As the map was supposed to feel tight and claustrophobic, I guess I could have expected this. Though there is a difference in “feeling” tight and actually being tight, where it is not comfortable to play. In the feedback round afterwards, I got some more feedback around this topic, as the sharp corners and the possibility to maneuver enforces the tight feeling. So in the end, I suppose the map has indeed too much narrow corridors. One point to work on, widen the corridors, but keep the feeling of it being tight. Give a player the possibility to dodge incoming bullets. Play around smokes/Molotov’s. CT mid equals death
Whenever CT’s rush mid in the beginning of the round, they ended up dead. The positions where they end up is too easy to be blocked by sniping terrorists from the opposing side of mid. Suggestions were, adding cover, changing the entrance and removing the extra path (right side on overview). Additionally, the position on T side in pit seems very overpowered as it only shows the enemy’s head. T-junction alert
Terrorists attacking B were suffering from indecision as if they had to turn left or right. When they push a CT could be on either side and in worse case on both. This makes it hard to successfully push through this chokepoint. In order to make this more balanced the T junction has to be changed. Opening up opportunities for nades, maybe change the cover when checking left/right etc. Next to these points there were a lot of other things/flaws/ideas pointed out, that I’ll briefly write down here:
Path from Mid to A site (upstream) could be removed There are awkward head angles from upstream into Short A There is a ledge in Upstream that providers very strange angles when someone gets up there The plank between pillars on A site should not show feet beneath it Diversify the bomb sites. Maybe open up A site Add more height variation on the bomb sites/entrances itself (not only over the complete map) On CT spawn, when walking to B, CT’s have to turn around first Try to add different encounter distances (not only far and close) Less 90-degree corners (river and alleys) Open up for utility Simplify I'll add the overview here again for reference.
Thanks everyone for being in the playtest and providing feedback.
Time to get to the drawing board.
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dmu reacted to Sigma in Mapcore Job Census
I know I am no longer active here, but I just wanted to report in that I have accepted my first full time position with Lost Boys Interactive as a VFX Artist. So even if you're struggling and its been years, know that it can still happen when you least expect it.
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