Justyn
@justynart.xyz
370 followers 370 following 150 posts
3D Artist @ Amper Software and Pre-Fortress 2 | He/Him justynart.xyz
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narklos.bsky.social
Updated pinned post :,)

I'm Narklos! I currently work at Studio Whalefall as a 3D character artist. Previously worked on TFS2 @ Amper Software & some other Source mods. Love bad coffee, old games, and frying my CPU.

Check out our game:
@brinegame.bsky.social
Portfolio:
t.co/gLrfdJW2L4
Reposted by Justyn
justynart.xyz
While I was looking through this map. I noticed that the combine elevator that you eventually reach after defeating the Reviver is controlled by func_tracktrain. This isn't exactly interesting, however this elevator is special since Valve forgot to enable "No User Control" in the spawn flags.
The Combine Elevator's func_tracktrain. Showcasing that "No User Control" is disabled in the spawn flags.
justynart.xyz
Meaning... you could control this elevator like the Half-Life 1's rail cart if you used the game's no-vr debug mode. It controls exactly how you would expect. Using W to use one of three levels of speed when moving up and using S to move back down.
justynart.xyz
While I was looking through this map. I noticed that the combine elevator that you eventually reach after defeating the Reviver is controlled by func_tracktrain. This isn't exactly interesting, however this elevator is special since Valve forgot to enable "No User Control" in the spawn flags.
The Combine Elevator's func_tracktrain. Showcasing that "No User Control" is disabled in the spawn flags.
justynart.xyz
It's clear that this point_lightmodifier is suppose to affect this combine spotlight. However since this light is named slightly differently the brightness changes will not be applied. While this floating spot light does use the correct entity name. This produce the result you see in that video.
This combine spotlight's entity name is "basement_arena_light_2b" while it should be "basement_arena_light_2" A floating spotlight pointing at the "Terminal Gardens" sign having the correct entity name. "basement_arena_light_2"
justynart.xyz
Looking though the map sources, this effect is controlled by a entity called "point_lightmodifier" and it would apply the brightness changes to a single light or multiple light sources as long it shares the same entity name.
point_lightmodifer for any lights named "basement_arena_light_2"
justynart.xyz
In Half-Life Alyx, whenever a Reviver or it's heart gets near a light source. It would play a electrical particle effect then increase the brightness of that light. However in the 2nd Reviver encounter, this detail is incorrectly assigned to a floating light source.
justynart.xyz
Congrats Everik!
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charlesboury.fr
Getting back to writing blog posts! ✏️

It’s old content, a 4y.o twitter thread, lost when I fled the old place. I decided to bring it back to you.

Maybe you recall it? It was about stairs 🛕

charlesboury.fr/articles/tex... #gamedev #b3d
Texture first, model later
A reverse workflow to create props based on tiled textures
charlesboury.fr
justynart.xyz
Congrats Bonk! 🎉
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black-k.bsky.social
昨日、猪苗代町の長浜で撮影。
#スマホ撮影 #スマホ写真 #風景
#photography #scenery #landscape
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joewintergreen.com
last night somebody reminded me of a time many years ago when I got some game narrative insight from somebody at Valve, so I have now published it in a blog post

www.joewintergreen.com/dev-scoops-s...
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sourdani.dev
BREAKING TF2 NEWS!

According to my source @justynart.xyz the third stage on CP Goldrush contains chaotic evil clip brush stairs

We asked Goldrush creator Dario Casali for an interview but denied our request by simply stating:
“Huh?”
A screenshot of the map goldrush form the game team fortress 2. There is an incline with a pipe protruding however there are transparent stairs overlayed on the incline A chart of stairs. From left to right:

Lawful good, neutral good, chaotic good, lawful neutral, true neutral, chaotic neutral, lawful evil, neutral evil and chaotic evil.

Each stair has varying combinations of use of clip brushes which are invisible steps players can step on in game. The more chaotic or evil the more confusing and hard to use.
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erikrobson.net
1. Work expands to fill the time.
2. Every task has a minimum time.
3. Creatives need room to explore and play.
4. Creatives need deadlines.
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alexwc.bsky.social
Opening up TF2 loadout render commissions!
I make these in Blender (HisAnimations TF2-trifecta plugin🔥) and do paintovers/adjustments in Krita. DM me!

$25, might be a bit more or less depending on complexity.
Typically takes around 3-6 days (I have to balance this with coursework o_o)
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mcoms.dev
I think a lot of people miss the fact that most of programming is thinking. I have my most productive hours of the day walking around in the park and just thinking on a design to solve a problem.
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makkon.bsky.social
misc screenshots from various texture tests and experiments in Quake
a concrete facade wall, with waffle slab structures and occasional square holes a gothic ceiling with books on the walls and ornate tracery in the vaulted segments. there are lilac colored lamps hanging from the walls and celling a grey stone castle overgrown in moss and vines, with a metal door in the shade an otherworldly scene looking into the top of a black hole with a glowing orange accretion disc. various rock islands, and a massive stone sword, hover millions of miles above it, presumably in orbit
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jonathan.gameanim.com
Sonic X Shadow Generations rigging and animation behind-the-scenes
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brendering.bsky.social
We already have 1000+ reasons to hate """artist""" James C Mulligan (see below), but it was extra enraging to see him stealing and taking credit for the work of actual Bambi artist and all-around Disney legend Tyrus Wong, so here's a mini Ted Talk 🧵
Reposted by Justyn
passivestar.bsky.social
added animated noise to the scam lightbeam shader
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invoxiplaygames.uk
. html
ptint "(hello world")
html
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smoothstepped.bsky.social
I rebuilt my interaction system from the ground up for my UE5 interior viz. It's now simpler to manage and more lightweight performance-wise. Sound design with attenuation is built into the blueprints, and I'm leveraging integer variables to help manage the various actions built within them.