@cs_loops I love the authenticity in their version, a lot of those material ideas (the subtle white bricks and tile) are actually really tough to pull off and integrate cohesively and they make it look easy and effortless. Like I said, they are the best.
@MadsenFK@CounterStrike@Fnugz@yanzl_@iamandik your scene is also... really dark, so this lamp is quite literally going to be the most memorable thing about the area. worth figuring it out
@MadsenFK@CounterStrike@Fnugz@yanzl_@iamandik something like this, more conceptual, is going to read as more sophisticated IMO. you're going for such a realistic, arch vis style that you want to keep going in that direction, layering sophistication rather than retreating to simplicity
@MadsenFK@CounterStrike@Fnugz@yanzl_@iamandik also think four light barns shooting out of the sides would sell the effect better than what looks to be an omni hitting the puddles? just get a bit of cognitive dissonance from them in general
@MadsenFK@CounterStrike@Fnugz@yanzl_@iamandik really like it, however those floor lights always stick out to me as overly geometric. maybe they are based on real reference but something about them feels unconvincing
Lattice deformers were a game changer for Splinter, unlocking more organic shape variety.
For *decades* on Source engine games, you were stuck manually rotating models or creating entirely new models simply to tweak their shape.
@EfeYazgi That version of Cache is quite literally unfinished, and I don't think it would be appropriate of me to try to finish it considering when Valve bought it. The decision to put it on FACEIT servers simply reflects how popular the map is IMO, I would have preferred it not be used rn
@FMPONE The area on the edge of the map just outside of A site. I'll talk to the guys later and see where they were getting it as well. I'd be sitting on the little ramp looking down that right lane when I was ct and my friend was catching it on the outside corridor coming towards me.