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Atlas

@AtlasRedLine

If I'm not taking pics outside, I'm probably building environments inside game engines. Senior Level Artist | @liongamelion Lead Env Artist | @Proj_Borealis

Croatia Katılım Nisan 2010
179 Takip Edilen876 Takipçiler
Atlas
Atlas@AtlasRedLine·
Here is a quick breakdown of how I created “Submerged Complex” Built in Source 2 using Hammer & S2FM. #EnvironmentArt #Source2
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Atlas
Atlas@AtlasRedLine·
Alternate version without the character.
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Atlas
Atlas@AtlasRedLine·
@ZHerkoo @kelskiYT There’s a stable, working Half Life Alyx branch of the tools, so if you want to work in the Source 2 engine and use S2FM, that’s currently your best option. The CS2 branch still has some issues with S2FM. You need to own HLA to access the tools.
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Herkoo
Herkoo@ZHerkoo·
@kelskiYT The problem with that is s2fm is still closed alpha (expected to come out after deadlock just like sfm did with tf2) so there is very little documentation and tutorials on how to use it. Blender is always my #1 recommendation, even if it's hard to learn, the struggle is worth it
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Kelski
Kelski@kelskiYT·
Is Garry's Mod still an efficient way to do 3D animations or am I being a chud by not switching to Blender yet
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Feanor
Feanor@nimgaladh·
One scene, two different lighting setups artwork by me
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Atlas
Atlas@AtlasRedLine·
@user925108114 It’s from a plugin for photoshop called Boris FX
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.@user925108114·
@AtlasRedLine What lens distortion effect is that?
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Atlas
Atlas@AtlasRedLine·
Here is a quick breakdown of how I created "Borrowed Grounds". Built in Source 2 using Hammer & S2FM. #EnvironmentArt #Source2 #GameArt
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Atlas
Atlas@AtlasRedLine·
@jd_40 Thank you! 🙌
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jd40
jd40@jd_40·
@AtlasRedLine Ran into this on artstation the other day, was surprised it's source2 😎 Really cool work!
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Retro
Retro@5RETROSPECTIVE·
@AtlasRedLine This is peak, the lighting is so good.
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Atlas
Atlas@AtlasRedLine·
@Freeman7531 I’m using the Half-Life: Alyx branch of the tools, if you own the game, you can access them as well.
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Atlas
Atlas@AtlasRedLine·
@mac_shirk Most of the scene is done in engine. Lighting was first baked in Hammer, then layered with additional lights in Source Filmmaker. Final touches include a subtle fisheye effect and some extra color grading in post. 0:07 shows the pre post version.
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Blasko
Blasko@blasko_art·
Quaked
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