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Showing content with the highest reputation since 04/28/2020 in all areas

  1. 15 points
    icyhotspartin

    What Are You Working On?

    The chicken head looks real good from that angle Now I'm crying about the wing and the detail behind it Will post another sketch @JB_
  2. 13 points
    Westin

    What Are You Working On?

    At this point it’s safe to assume that I won’t be making any new maps for H5, and Just for you guys, I’m gonna make all of my working files public. Every map will be labeled with FP (forge project), followed by a number as I release them. So for example, “Legacy FP1” should now be visible. Certain people will have seen a few of these maps, but some will be entirely new. Oh, and feel free to take it and finish it/use it. That goes for anyone. Huh... It felt odd to type that. Come infinite, Halo 5 will have occupied a little less than a quarter of my life, and the majority of my adult life. I was an entirely different person 5 years ago, but at the same time, it feels like yesterday we were playing the beta. A lot has happened, I’ve met great people, both online and in person, and learned a thing or two. Someday, when I have a PC again, I’d like to make an ode to H5, a documentary of sorts, titled “The best worst game ever made” or something like that, a title that likely gives you a hint as to how I think about the game. Objectively, yeah, it sucked, although *ahem* subjectively, as a person, it was a great 5 years, and I’m... grateful? I’ll definitely forge in the next game, although I’ll never be as active as I once was. Funny that, as soon as I become tolerable I’ll have stopped posting.
  3. 12 points
    icyhotspartin

    What Are You Working On?

    Went a little overboard here
  4. 11 points
    SaltyKoalaBear

    What Are You Working On?

    I said caffeine, not coffee, but yes coffee does naturally contain the drug. That is 100% a psychoactive compound just as marijuana is. I'm curious, do you believe Christian churches around the world are committing sin and disobeying Gods commandments by serving this psychoactive compound via coffee to there congregations?
  5. 11 points
    S0UL FLAME

    What Are You Working On?

  6. 10 points
    icyhotspartin

    What Are You Working On?

    Back at it boiz Rescaled and re-formatted
  7. 9 points
    S0UL FLAME

    What Are You Working On?

    I'll go first. 5 - Bloodbath (my map): This was inspired by Salty's map, Swagger Up. His idea was to make concrete islands with teleporters that led to one another. I took the idea to a similar route, but gave the option to "swim" in the aforementioned "blood" to mix things up a little. Personally proud of this work. 4 - Heads Up (Slaphead): At the time, this was the most unique map I had played, and yet it was so simple! Zipping up and down the long mine shaft through portals and ramps, while keeping your pistol trained at the doorways and platforms, was a huge treat. Props to Sam for making such a wonderfully whimsical whirlwind. 3 - Day of Defeat (Salty): The cramped streets and halls, the small doorways, the claustrophobic tension, the adrenaline of a close match in this particular place, is addictive intoxication incarnate. While I certainly am aware that this map does not cater to all, it certainly hits you with how contrasting it really is. Nate hit a gnarly nail on the head here. 2 - Box CE (Box Knows): Being able to take the idea of Damnation's design philosophy, and to not only successfully replicate it, but outright improve it, is a feat to consider. The combat loop is incredible to do, beat, and redo every time. Alex dug deep, and did it done. 1 - Arcanum (Multi): Even after all this time, I still consider this murky damp dungeon dimension to be a must play. Even with its flaw of being a Halo 5 map, it is the single most unique play-space to exist, because of the Key. There has yet to be a better interpretation of this element, and there most likely won't be one, until someone tries to make something in Halo Infinite. Christian's maps better Key pun happening.
  8. 9 points
    SaltyKoalaBear

    What Are You Working On?

    I've been thinking on the best way to answer this shortly for sometime, and I've come to the conclusion there isn't. If your interested in an in depth response, Id love to have design discussion about it via discord or xbl party chat. If I attempt to explain my views here, were in for a ride and expect long stacks of words and piles of images, heres a short example of where this might go. Basically I use the ancient origins of FPS games to help guide and shape many of my goals for FPS maps. Here's a hint I am under the firm belief that the origins of fps games are heavily rooted in (War/Conflict (With oneself and others) Individual Sport, Team Sports, Strategy Games (Chess, Chinese GO etc) Visual Arts and The Performing Arts. Think of what each of these words mean in relation to each-other and to Individual Sport, Team Sports, Strategy Games (Chess, Chinese GO etc) Performing Arts and FPS Video Games. Stage, Level, Arena, Theater, Map, Scene, Ring, Octagon, Course, Track, Stadium, Board, Field. Actor, Character, Teammate, Team, Cast, Role, Position, Player, Piece, Resource, Pawn. Strategy, Script, Play Book, Tactics, Choreography
  9. 8 points
    SaltyKoalaBear

    What Are You Working On?

    I guess I wasn't aware of what you were actual asking. If you'd like to talk specifics, Id love too. One area in Halo BTB design that I think needs to be improved upon is attention to the relationship between LOS and cover, and controlling it in such a manner to facilitate and allow intelligent player and vehicle movement. Basically BTB maps need to do a better job of using segmentation to create more distinct and readable/predictable spaces and paths. When LOS and cover bleed into each-other in sloppy un- thought out manners you get very random, unreadable and chaotic experiences, that all feel very similar to one another. I time stamped an area Id like everyone to listen too. Watch until 8min mark Play= map Writing= design Playwriting = Map Design [I think teaching is a lot like psychotherapy in some sense. In that at this level, what im trying to do as a teacher is understand what the students map is trying to do. If we can figure that out, then it becomes a question of "okay, how can this map do this thing better?" What I've learned about level design and about my own level design from teaching, is a greater appreciation for the world of possibilities that exist whenever I sit down to design a map. It makes me more brave, I think, to try new approaches because I'm exposed to and get some sort of intimate collaboration with a range of designers who are trying to do things that are different then the things I do. ]
  10. 8 points
    SaltyKoalaBear

    What Are You Working On?

    Its not necessarily the fundamental design goals or objective that change between 2v2 and BTB but rather the path taken to achieve them. Id argue that the path to reach the same fundamental goals that 2v2 and BTB do share, are vastly different and Id even take that a step further and argue that the player counts themselves act as a differental and create distinct genres of sport/game/theatere within the "system" of Halo and do have some fundamentally different design Goals as well as shared design goals. Its these differences that separate them as product offering. All products are in a sense "ancient" wisdom, because they all have origins in our past, our history as Humans. Its not completely hidden, or impossible to understand by any means, but its worth trying to understand. My belief is that BTB as a player count allows us to explore the Visual Arts, and Performing Art aspect of FPS level design to a greater more spectacular degree then that of 2v2. The simple logic here is that we have more cast members/actors/players to use in order to express our narrative. Broadway production vs 4 actor play. Think more colors to use in a painting, more notes to use while creating music, more types of instruments to use while creating orchestral music, more words to use while writing a story, more actors to use while filming a movie, or actors and roles to fill while writing a play, more dancers to use for a choreograph, more players for a sports team (tennis vs footbal). See what im getting at? The scope of the conflict, and conflict resolution is greater because there are a greater number of conflicts to solve. IN my humble opinion within the forge community the Visual Arts, and Performing Art aspect of FPS level design, especially in relation to BTB, has been EXTREMELY neglected and unexplored compared to the pure logical, tactical based aspects of FPS Games that have there roots in war/resource management games like Chess. Like I've said before, FPS "games" arent just "games", they arent just free thinking tools, there product space is much more diverse and vast then that, and needs to be respected and acknowledged when designing for them as entertainment products. If you have the time, watch these videos @Westin Its amazing to see the parallels between Theatre design and level design.
  11. 8 points
    no god anywhere

    What Are You Working On?

    Like any typical game, the AI has a strict set of attacks and movesets. In dark souls you could beat an enemy, and bosses, multiple times without ever knowing exactly what they are correct? In sekiro this is almost non existent because you basically match their attacks with parry so there isnt much obvious 'bounce off a shield or recover from their combo period' where you just slash and put your shield up again. Theres a lot of memorization and precise rythm to the fighting, even with the grunts. Im not sure if youre aware of the posture bar on sekiro but you basically just continuously match their attacks with parry until you break their posture. Its such a great system because of how rewarding it is to be good at the game. Imagine not being allowed to block in Dark Souls and all you have is a super quick parry that you have to hit multiple times to break poise? Fucking A+. Ive never played bloodbourne but man it sounds great. Ive never even watched gameplay because i dont want to ruin my inevitable experience with it. Also guys i have a 5 week old daughter now. Shes healthy and beautiful and my life has changed exactly as everyone said it would. Ive never been so happy, ever.
  12. 8 points
    Does anyone know what the expected ESRB Rating for Infinite is supposed to be? I really wish Halo would go back to a M Rating, I'd love to see a Halo game done in a mood/tone similar to the above image.
  13. 8 points
    icyhotspartin

    What Are You Working On?

    🤨
  14. 8 points
    SaltyKoalaBear

    What Are You Working On?

    Unrelated, but I've been really fascinated with fractals lately.
  15. 8 points
    purely fat

    What Are You Working On?

    MLG 420 Snoop Dog Blaze It Quick Scope
  16. 8 points
    Buddy Jumps

    What Are You Working On?

    Dude, I played a lot of Assassins Creed multiplayer back then! /s
  17. 8 points
    It’s not what I drew, but I didn’t exactly draw what you built lol It looks a lot more like a chicken...? Or a raptor or something. The cleaner the better with re. to forerunner architecture. The detail is on the face of the material, in the texturing, rather than protrusions like you’ve got now. I’ll try and convey what I mean a little clearer in the morning :^) Did what I could in an hour - it’s not perfect but it helps. I think the best way to say what I’m trying to convey is that the two screens on either side of the head can be tied directly to both the doorway (trim) and the transitional skirt around the tower’s exterior if you change the scale on the whole head piece, or if you stretch those two screens downward somehow. That way the ornament is organically linked to the tower’s macro geometry, and the areas are readable as ‘door’ and ‘player’s vertical limit’.
  18. 8 points
    Sqeazu

    What Are You Working On?

    so i take it this is where most of the chit chat happens considering theres 69 pages of thread 😆 anyways here's my current project. its a modern house im making in unity for my vrchat buddies and i. it will feature a main lobby, game room, garage, gym, kitchen, strip club, pool and personalized rooms for each of my friends. still have a long way to go and would appreciate any unity based tips if you have any, as im still learning 🙂
  19. 8 points
    a Chunk

    What Are You Working On?

    Since there's been some conversation about Hollow Knight in here recently...
  20. 7 points
    a Chunk

    Dark Souls

    Wall of text incoming... I have a REALLY hard time listing my favorite games, much less ranking them based on quality. I have no idea how to rank Dark Souls against a game like Tetris (which imo is near perfect, but obviously has an entirely different scope). And then there's the problem that I don't really play games, lmao. I literally haven't played through a single player game in the current console generation. I believe the most recent one I played through before this was Mass Effect 3 (yes, a game that released 8 years ago...). So...rather than saying Dark Souls is the best (which it could easily be depending upon the criteria used), I can say a little bit about what it does well. I was actually thinking about this yesterday after completing my playthrough. All I've heard for years is about how HARD Dark Souls is. I've seen it first hand, watching my step son attempt to play through it, and repeatedly getting frustrated and saying "it's too hard". Dark Souls is NOT HARD! At least not in the sense that people infer the meaning of that word. It's not unfair. It provides all the tools necessary to get through the game EASILY. If you die a lot (and most inevitably will when first playing the game), it's not because the game is hard, it's because YOU SUCK! And I don't mean that as an attack at all - I mean that YOU ARE JUST BAD AT THE GAME BECAUSE YOU HAVEN'T YET LEARNED HOW IT WORKS. Once you learn how it works, the game suddenly feels mostly predictable and easy, even when entering new areas and facing new enemies. The reason Dark Souls is seen as being hard is that it doesn't explicitly TELL YOU how to play the game. This is partially because the makers obviously recognize that in telling you how to play the game, they would be limiting your creativity in how to approach it, and robbing you of the joy of learning. And this is where Dark Souls shines. Instead of TELLING YOU how to play the game, Dark Souls TEACHES YOU how to play the game. It just happens to do so by punishing you every time you fail to be observant, fail to react to the 'tells' the enemies are providing, fail to approach the game differently when you die. The game punishes dimwittedness, lack of awareness, and stubbornness. I say this not as an attack on anyone who may have struggled with it, but as an honest observation. I bought the Remaster over a year ago and put about an hour into it right away at that time. I spent about 30 minutes repeatedly dying to the Asylum Demon, because I was oblivious to the message that told me to not fight it right away. And then I spent another 30 minutes not even being able to clean out the other enemies in the Asylum to get back to the boss battle. After this first hour, I felt the game was really unfair, unpredictable, and yes...too hard, and didn't touch it again for another year because of this. In retrospect, I can clearly see that I was that stubborn person who was oblivious to what the game was very clearly trying to teach me. I was approaching it like a hack and slash game where you can just spam the attack button until all enemies are vanquished. That is a sure path to death in this game, over and over and over again. But as I said, it's not because the game is hard - it's because I was hard headed. What Dark Souls excels at is teaching, but it generally doesn't teach explicitly. There are certain aspects that are explicitly taught, like how to do certain attacks, parrying, things of that nature. However, understanding these building blocks of the game does little to help you get through the game. This is like teaching a kid how to drive on a freeway by explaining to them that the gas pedal makes you go, the brake pedal makes you slow down/stop, and the steering wheel determines which direction you go. You can't expect them to then be able to drive, because they probably know nothing about what the road signs mean (even though they're clear and obvious to experienced drivers), they may know nothing about the more subtle visual cues like striped versus solid lines on the road, arrows, etc. Of course, we would never teach someone to drive in this way, because it would endanger their life, and the lives of many others. However, Dark Souls can afford to allow you to learn from death, and that's just what it does. All of the signs and signals for safe traversal are right there in front of you. If you die, there is a reason, and Dark Souls expects you to figure out what that reason is and learn from it. Some might say that this approach of 'teaching' is not really teaching at all, because the game isn't explicitly telling you where, what, when to do things or not do them - and this is what we are accustomed to. But here's the important thing... BY NOT TELLING YOU HOW TO PLAY THE GAME, THE DESIGNERS GIVE THE PLAYERS THE OPPORTUNITY TO LEARN ON THEIR OWN. THE JOY THAT RESULTS FROM LEARNING ON YOUR OWN PROVIDES INFINITELY MORE SATISFACTION THAN SUCCESSFULLY FOLLOWING A SET OF INSTRUCTIONS. The feeling of learning to navigate through this world both geographically and mechanically is the ultimate reward, because you learned it on your own. Dark Souls has nearly mastered the art of teaching without teaching. It is polarizing because if a person is only looking to follow instructions, they are going to have a bad time. This game requires you to use all of the faculties that would be needed to learn a skill in your everyday life. You cannot just jump into a new career and successfully perform to expectations by simply following a set of instructions, or trying to mimic what others are doing without understanding why they are doing it. Being a Chef is not HARD, but it's also not easy. You need to experiment. You need to learn through experience what works and doesn't work. You build up 'competency' over time. And ultimately performing the act of cooking food is easy for a Chef, because they've built up competency over time. And as competency is built up, it allows for increasingly greater levels of flexibility/ingenuity/creativity, which is where the Chef receives the greatest sense of accomplishment and satisfaction. This is where Dark Souls shines. IT ALLOWS YOU THE OPPORTUNITY, AND RESULTING SATISFACTION, OF LEARNING. It's only hard when you refuse to learn. The only other game I can think of that takes a somewhat similar approach to this is ICO, which just so happens to also be one of the greatest games ever made (imo, of course).
  21. 7 points
    Zanieon

    What Are You Working On?

    Resuming that L4D2 campaign i been doing, working on third map, and working faster because now i'm getting the hang of the Hammer Editor:
  22. 7 points
    You should try it sometime, it might give you new creative perspectives. I'll agree that the stereotypical tropes "stoner culture" is a bit obnoxious, but then again what cultural trope isn't. This mans just trying to plant, grow and harvest one of natures greatest gifts to mankind. Sadly the flower part of the plant is the main thing given attention because it's mind altering medicinal effects can be very easily misused, and often are misused recreationally, but with great power comes great responsibility. Anyways I don't want to hear shit about why marijuana use is bad or annoying coming from someone who drinks malt liquor. Spare us please.
  23. 7 points
    SaltyKoalaBear

    What Are You Working On?

    Spartans running around on whatever the hell last bastion is makes zero sense sorry. It looks goofy and odd and those environments really take me emotionally out of the battles. But it's just a game, and I'm cool with it from a purely fundamental level. Not everyone plays games for the same reason, and I can make believe with you. Hell I've done it myself, but artistically it makes zero sense in the Halo universe. None.
  24. 7 points
    Xelily

    What Are You Working On?

    So, Some people are probably wondering where I've been. I went on a hiatus on my previous project, I came back to it and started to work on it again with a new vision in mind. VR development. Some screenshots are older than others, though not much has changed between them.
  25. 6 points
    icyhotspartin

    What Are You Working On?

    Sextant Try it out Classic 2s and 4s
  26. 6 points
    icyhotspartin

    What Are You Working On?

    Getting there
  27. 6 points
    icyhotspartin

    What Are You Working On?

    Coffee does have some psychoactive properties if taken in high enough doses, but that's due to the caffeine It can be highly addictive if you do not monitor your intake Yesterday's This morning's screenshots were brought to you by Starbucks French Roast and Up n Up Multivitamins
  28. 6 points
    MultiLockOn

    What Are You Working On?

    That whole presentation was showing that they COULD do it lol
  29. 6 points
    Xelily

    What Are You Working On?

    Had to send my controllers in for repair, but that hasn't stopped me from brainstorming areas. Got a little test level here to experiment with teleporting, trams will travel through a single section, blocking LOS with the focused platform in blue. This should be a decent way to teach players that teleporting is limited to LOS and not an easy skip where you can just teleport over a wall and easy mode most of the level.
  30. 6 points
    SaltyKoalaBear

    What Are You Working On?

    It just makes me sad that Halo is in it's grave. You got a bunch of people making cobblestone castle dark soul themes in a Halo game it's realllly fucking oddd and just goes to show how much respect the fanbase has lost for the game. I understand ppl just want to have fun designing for there artistic interests and H5 let's them, but if you really think about it, holy shit is it odd and it's a reflection on how much respect the series as a whole has lost. Most people aren't Halo fans, they are just fans of very specific aspects of the game. I miss the artistic passion for the game, and I hope it can come back in Halo Infinite but sadly I feel it died with bungie. Too much time has passed and nobody really gives a fuck anymore.
  31. 6 points
    Amin Montazeri

    FPS level design

    10-hours Blockout for FPS genre (aim map for CS:GO almost) 2D Drawing, 3D Modeling and Rendering: Rhino v6 (Note: probs are taken from «POLYGON- Battle Royale Pack») Playtest engine: Unity More shots: https://www.artstation.com/artwork/QzAZQ8
  32. 6 points
    icyhotspartin

    What Are You Working On?

    Looks like the data tables on ‘Cortana’ in H3
  33. 6 points
    Soldat Du Christ

    What Are You Working On?

    Here are some good channels to sub to if you like long game design analysis videos https://m.youtube.com/channel/UCyhnYIvIKK_--PiJXCMKxQQ https://m.youtube.com/user/Matthewmatosis https://m.youtube.com/user/broadcaststsatic
  34. 5 points
    SaltyKoalaBear

    What Are You Working On?

    I don't think it is that clear, especially considering it doesn't refer to those occults using Cannabis specifically and even if it did, I don't believe the occults misuse of a naturally occurring substance means that others can't use that substance properly. If an occult used a wooden steak to ritually sacrifice another human, does that mean we shouldn't be able to use a wooden stakes for beneficial purposes? I think you are jumping to conclusions that the sinful misuse of a substance, makes the substance itself sinful. It's quite the leap in my humble opinion and I believe that may be an actual logical fallacy. If you feel naturally compelled by the Lord not to use marijuana, don't, if you feel it's an easy thing to discern for yourself great, but there is not biblical precedent for your beliefs, your reaching really hard. Also, marijuana does not make you "trip" that notion is quite silly to anyone that's used it. But yeah, I'm done talking about this here. Good conversation.
  35. 5 points
    SaltyKoalaBear

    What Are You Working On?

    What do you define as "medicine"? Caffeine is a psychoactive (mind-altering) drug that affects how we think and feel. It is a stimulant that speeds up our breathing, heart rate, thoughts and actions. Have you ever consumed Caffeine? If so, you've used a psychoactive mind altering substance. Anyways, its clear that the plant is extremely special and unique. There is nothing else on this planet like it, nothing, and I believe God created this plant for Human use. Although because we live in a duality, the potential for its misuse is also ever present and I do not believe the use of its psychoactive properties for purely recreational purposes is correct. Honestly, the uses of Hemp and Marijuana are mind-blowing. According to the USDA National Nutrient Database, a 2 tablespoon serving of hemp seeds weighing 20 grams (g) contains: 111 calories 6.31 g of protein 9.75 g of fat 1.73 g of carbohydrates (including 0.8 g of fiber and 0.3 g of sugar) 14 milligrams (mg) of calcium 1.59 mg of iron 140 mg of magnesium 330 mg of phosphorus 240 mg of potassium 1.98 mg of zinc 22 micrograms (mcg) of folate Hemp seeds also provide vitamin C, some B vitamins, and vitamins A and E. It acts as a nearly fully complete food source. Both hemp seeds and hemp oil have a perfect ratio of omega-3 and omega-6 fatty acids. Hemp is also one of the few complete proteins found in plants. It contains enough of each of the nine essential amino acids and is an amazing source of sulfur-containing amino acids methionine and cysteine, both of which are necessary for cellular detoxification and muscle growth and repair. In a food emergency, you could survive on hemp seeds alone! Since this is next-level design, I also a have to bring up its uses for building, which are also mind-blowing. I just wonder how anyone who believes in God cannot also believe that this miracle plant was clearly placed here by God for our use.
  36. 5 points
    Chronmeister

    What Are You Working On?

    😁 Got these in the ground monday. I'll probably post wip pics here.🤣
  37. 5 points
    SaltyKoalaBear

    What Are You Working On?

    If anyone can make sense of this chicken scratch(pic at bottom of post), it's a loose macro, and I stress the loose, blueprint for a battlefield 3/4 esque BTB map that features duel team specific wasp spawns. This version is psuedo inverse sym/ but I'm not entirely sure the final version will be , although I'm leaning that way heavily. In a nutshell, the map will have static spawns. Each team will have a base that features a team specific tele spawn that allows them access to there wasp and long range turret (scorpion) , which will be on a aircraft carrier set behind each teams island. This will shape the gameplay in a manner so in depth, I'll avoid explaining it at the time being. Think I'm going to make just this 1 last good btb map, since this game severely lacks any btb maps of this tactical scale. It may take me some time to get a full 16 players with 2 teams of 8 but it's definitely possible. I'm personally convinced that what the best this game has to offer, has not even begun to be explored yet and the next Halo is about to come out. I love 2v2 and 4v4 but what 8v8 can do when taken seriously is actually mind-blowing. The diverse environments and on that geometry the even more diverse combat scenarios that arise, and the solutions too them, Is actually insane vs 2v2 scenarios and 4v4 scenarios. I'm not saying these lower player counts are inferior, just that more of there potential has been reached vs BTB, which as a whole has been an EXTREMELY neglected form of map design in the Halo franchise, much less Halo5 which is more akin to a generic sci fi squad shooter halo hybrid then an actual Halo game. Id actually love to have a honest debate about why Halo 5 may actually be best as a 8v8 game vs a lower player count game.
  38. 5 points
    Buddy Jumps

    What Are You Working On?

    Yo, some stuff for a new jumping level called Repitition: @a Chunk, it's awesome that you can post pictures right after each other, gives me a lot of ideas. ForgeHub is dead btw
  39. 5 points
    Giovanni

    What Are You Working On?

    Making a maze level design for a future game.
  40. 5 points
    Chronmeister

    What Are You Working On?

    Sex shops for covenant
  41. 5 points
    JB_

    What Are You Working On?

    I was talking to box earlier but I was joking that I think Bungie went to home depot for their art inspiration. At work I come across these products that have the item etched onto the box and wow the detail gives me so many ideas. So yeah once this blows over I'm heading to home depot for some ideas
  42. 4 points
    Also it must take place in a ww2 or modern war setting
  43. 4 points
    Buddy Jumps

    What Are You Working On?

    Yesterday the Unreal Engine 5 showcase, today a plethora of NVIDIA tech that is literally going to change the world... They seem to have really waited to reveal all this new tech and explain it really well, so even not so familiar audiences can understand the incredible difference it makes. NVIDIA GTC 2020 Keynote (9 videos) Honestly, I'm more thrilled about those reveals than UE5.
  44. 4 points
    I limited myself with «Inside Circle» theme For releasing my creativity and starting level design, Here's my result: (It looks like a Sci-Fi map for Halo or Destiny, isn't it?🤔) 2D Drawing, 3D Modeling and Rendering: Rhino v6 (Note: probs are taken from «POLYGON- Battle Royale Pack») See more images here: https://www.artstation.com/artwork/w81wEX
  45. 4 points
    icyhotspartin

    What Are You Working On?

    The wurst culture is German, what are you talking about
  46. 4 points
    JB_

    What Are You Working On?

    There's no waaay they could actually do this in a real scenario on.... console I guess ? (pc maaaaybe) but still if everything is super high poly at real time, they have to be doing some HUGE CULLING like Horizon Zero Dawn does to pull this off. They are probably culling everything in front and behind this chick
  47. 4 points
    JB_

    What Are You Working On?

    because it's def not good enough but I'll check it out... There's a reason modeling programs exist, because we can use modifiers that unreal will never dream of having... but yeaah I still wanna see what they added
  48. 4 points
    MultiLockOn

    What Are You Working On?

    Just built my first PC. Ryzen 3900x, RTX 2060 super. Was kinda a pain to set up but I'm glad it's done.
  49. 4 points
    a Chunk

    What Are You Working On?

    My step son and I have now played through both the Halo 1 and 2 campaigns. We also played through Never Alone, which I had downloaded quite a while back as a free 'Gold' game. It was okay. Has some interesting gameplay mechanics, and I liked the visuals. The animations are pretty glitchy at some points though, and the story starts off good, but ultimately falls flat. It was only about a 2 hour playthrough, so pretty short. I'm looking forward to Super Mega Baseball 3, which releases this week. I'm surprised how few baseball games are available for xboxone. Though I suppose I shouldn't be too surprised...baseball doesn't translate to video games very well. I think it's much better off as a hybrid between being realistic and arcade style. Bases Loaded for the original NES is probably my favorite baseball video game ever, and it hit that balance pretty well. Super Mega Baseball takes the same approach. My step son is still trying to learn/understand the intricacies of the game, and can't stand watching baseball games on TV, so this will be a good way for him to pick up on some of those details, and for me to be able to explain different situations, and how to think about them. I was SO in love with baseball as a kid. Played literally every day in the summer, for hours. I wanted more than anything to be a Major Leaguer. Didn't get close because I'm weak, slow, and have only average hand/eye coordination, but I developed a pretty good understanding of the game, and it's cool that he's obsessed with baseball too because that knowledge can be of some use, lol. I've also been continuing to work my way though Dark Souls, by my step son has had his fill (too frustrating for him right now). I'm basically only playing that after he's gone to bed in the evenings, so progress is relatively slow at this point. That covers what I've been working on on the gaming front. On the non-gaming side... With the gym being closed, I've been doing my best to stay physically active too. Trying to be outside for at least a few hours every day - riding bike, throwing a baseball/football/frisbee, going on walks, trimming trees, etc. I'm also doing a lot of bodyweight exercise. Trying to do a couple hundred reps per day of pushups, situps, squats, doing as many pullups as I can handle. Just try to increase how many I'm doing regularly. I'm enjoying that a lot. I've been thinking about creating or buying a setup for my basement (or outside) to help with bodyweight exercises. It would be nice to be able to do dips and some other things in addition to what I'm already doing. I have a baby on the way this fall, so it would be much more convenient to be able to exercise at home rather than needing to go to a gym.
  50. 4 points
    icyhotspartin

    What Are You Working On?

    Mid-‘00s Bungie is the ideology For real though, every time I see H3 maps, I feel as if they are real places. Not so much because I spent time playing on those maps, or that I have positive memories of split screen at friends’ houses, but because the atmosphere and texturing is so well optimized for the engine. The architectural soul of the spaces are all very much the same, and they all express themselves in the same language.