kinggambit

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kinggambit last won the day on February 26

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About kinggambit

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  1. That's actually what I initially planned but I sucked at designing a layout conducive to csgo (had to wall off a lot of open ground without making it feel constricted) Ended up going with the south pole's research station. Its elevated base and underground tunnels/dome gave a lot of easy ways to "wall off" routes: z Still planning on small easter egg references like the coil/petri dish and outpost 31 though
  2. thought i'd share some wip's for my antarctic research base. Rest of map album
  3. did you edit vertex normals for that? Coincidentally read about them the other day for a maxscript and I had no idea how essential they are
  4. Ah nice catch. Hopefully I can preserve the lighting inside the interior bombsites but will definitely play with the light angles. was even considering the sun dogs for a custom sun sprite but getting ahead of myself: both really. whoops sorry, forgot. added overview.
  5. Any experienced substance designer users have an idea of how to procedurally apply snow to the lower crevices of the model? I'm planning on adding snow to most of my exterior models. Ambient Occlusion + Position input -> mask?
  6. http://steamcommunity.com/sharedfiles/filedetails/?id=781493294 Latest version: de_aurora_a7 Forces fight over an Antarctic research base. Feedback please!
  7. Not sure if the newer builds changed this area but was it intentional that players had to run all the way to T spawn to get to the B route? Deincentivizing CT's mid flanks? I remembered as a T, if I wanted to change my mind on a mid push, rotations felt a bit long. Other than that, the map was great. Also, do you always model every prop out before starting on the texturing? Is it faster or something?
  8. Good to know! FYI 3ds max folks, Shawn Olson added FBX support for Wallworm recently! I guess it was more difficult to do without WW pampering us edit: some other instructions to get it to work when using 3ds max/wall worm are mentioned in this thread: https://www.wallworm.net/index.php?topic=1972.0
  9. using 3ds max. I dont understand how uv channels work. Made an example using valve's nuke crates. Would the image below be a correct representation of how a uv shell should be applied in the 2nd uv channel? (because doesnt seem like it is since the 2 other nuclear hazard symbols would be in the same uv shell as well)
  10. Link to valve's blog post on it: http://blog.counter-strike.net/workshop/maps.php#uv_set I've attempted to get it to work a few times in the past but no success. I have a basic understanding of uv channels but I've got no idea how the decal textures are being applied to various locations of the mesh for multiple props still.
  11. Hi Yanzl, I was wondering if you might know a better method of achieving an aurora borealis effect for CSGO. 

    Currently I just have a skybox model with a scrolling animation with $additive applied. I dont think it looks too bad except the end of the prop where the texture appears out of nowhere.

     

    Also, thanks for the substance designer files and VMT editor! Really useful. 

  12. does anyone know how to fix this lighting bug for some diagonal surfaces? tried rebuilding it and messing with the alignment orientation but no success.
  13. Meanwhile MRW:
  14. http://steamcommunity.com/sharedfiles/filedetails/?id=727926171 Full album: http://imgur.com/a/xyKf2 Any feedback would be appreciated! =
  15. Just updated workshop if you want to try it out: http://steamcommunity.com/sharedfiles/filedetails/?id=655062003 Mostly just looking for feedback for the aesthetics. I'm pretty happy with the layout.