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Posted
18 minutes ago, AlexM said:

I was under the impression that 2500 is average. Is that correct?

It could very well be that I'm terrible :D

Yeah, i guess you can say that 2500 sits right in the middle if this data is to be trusted

http://masteroverwatch.com/leaderboards/pc/global/mode/ranked/category/skillrating

 

I'm trying to get to Master, but fuck me it's hard... Game got a lot more fun once I got to high plat / diamond.

http://masteroverwatch.com/profile/pc/us/HPi-11143

Posted

I like the visual look of that level a lot that Minos posted. It's interesting to see how Overwatch maps are released detailed as this one is.

I know from personal experience that if this would have been a Valve map for Team Fortress 2, it would have been considered too busy for the art part and not accepted as is, so the players and the game is easier to read and comprehend.

 

Posted
2 hours ago, ics said:

I know from personal experience that if this would have been a Valve map for Team Fortress 2, it would have been considered too busy for the art part and not accepted as is, so the players and the game is easier to read and comprehend.

In TF2, enemy team's players aren't highlighted with red outline and their names, which IMO makes a huge difference in noticing players.

Posted
13 hours ago, Minos said:

Started to post some of my environment work, today is ilios :) Remember that our maps are made mostly by Mapcorians and they are a team effort!

https://www.artstation.com/artwork/25bng

would it be too much to ask for some brief explanation on how texturing in overwatch works? do you use multiple UV sets? if so, what are they used for? Do you blend in details solely via vertex colors? do you fake AO in any way? how do those sweet normal mapped corners work, are they just a bunch of trim textures?

the teal building to the left in the pic above for example, is that dirt in the corners mapped in via separate UV set? stuff like that :)

it's probably really obvious but I'd still like to hear about it from someone way more experienced than me.

Posted
12 hours ago, tomm said:

would it be too much to ask for some brief explanation on how texturing in overwatch works? do you use multiple UV sets? if so, what are they used for? Do you blend in details solely via vertex colors? do you fake AO in any way? how do those sweet normal mapped corners work, are they just a bunch of trim textures?

the teal building to the left in the pic above for example, is that dirt in the corners mapped in via separate UV set? stuff like that :)

it's probably really obvious but I'd still like to hear about it from someone way more experienced than me.

Unfortunately I can't go into details but you would be surprised how obvious everything is, and judging from your questions you already know the answers ;) One thing I can say is that we don't have any "esoteric" tech that other engines don't have. As for the corners, it's not much different than this http://polycount.com/discussion/175191/technique-showcase-unreal-4-13-mesh-normal-map-decals

Alright, part 2, Lijiang Tower :)

https://www.artstation.com/artwork/overwatch-lijiang-tower

thiago-klafke-screenshot-16-12-19-13-31-

 

 

Posted
7 hours ago, Minos said:

Unfortunately I can't go into details but you would be surprised how obvious everything is, and judging from your questions you already know the answers ;) One thing I can say is that we don't have any "esoteric" tech that other engines don't have. As for the corners, it's not much different than this http://polycount.com/discussion/175191/technique-showcase-unreal-4-13-mesh-normal-map-decals

Alright, part 2, Lijiang Tower :)

https://www.artstation.com/artwork/overwatch-lijiang-tower

thiago-klafke-screenshot-16-12-19-13-31-

 

 

Ooh, cool tutorial :D

That is a really killer skybox! 

Posted

Middle of a competative game, suddenly im kicked out into the menus? Click Re-Join match and nothing happens. So restart game quick, boom. Suspended. What tha fuck happened???

Posted

Please spam away! Last two are my favourite.

With all the professional work that has been displayed on Mapcore recently, it makes me think that there should be a "professional pimpage thread" or something similar. For those that don't play Overwatch, it might be easy to miss work like this, especially after a few pages of new comments.

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