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Pivac last won the day on November 15 2016

Pivac had the most liked content!

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About Pivac

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    Ivan Štimac
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  1. Alright, I'm not sure if the map I've been working on (de_section) is eligible to enter. I started workng on it in summer of 2015, but it was never released to public in any form, not even greybox. However, I have done a lot of work on it in the meantime. I also posted some screenshots on my Twitter (https://twitter.com/thePivac). Here is the WIP topic of this map: According to this rule map should be a valid entry, but I'm still not sure: Can someone clarify if this map is eligible to enter or not? EDIT: Actually I think I won't be entering this. My map is nearly finished, really wouldn't be fair to others. Good luck everyone!
  2. Some great maps there, congrats everyone who got in A bit sad for Concert, seems like a map that should have been included.
  3. I realise that this super low Negev price is just temporary, so that doesn't worry me much. What I don't like is the weapon design decisions Valve are making - a lot of weapons in CS:GO are lowering the skill ceiling, while they should be doing exactly otherwise. Players should be inspired to use AK-47s and M4s to practice precise aim and short bursts or tapping. But why would they try to master those skills when they can just run around with P-90, Tec-9 and spam laser beam Negevs. Same goes for new map Canals promoting the use of these low-skill weapons and slow but steady degradation of Counter-Strike's fundamental economy system (most important on semi-pro/pro level). Bad design decisions on Valve's part.
  4. Yes, some windows are broken currently. I use Nuke window textures on my map and they look extremly bright. I haven't tried recompiling yet, but I guess Valve did recompile Nuke for the shader update. Any news on official documentation?
  5. All these Substance Designer works are inspiring. Such a powerful tool.
  6. Looking great, custom props are lovely. Sewers are perhaps a bit too dark though.
  7. I agree, it's a bit confusing what are we voting on. Voted for CS:GO since I'm currenty working on a map for it, but would be nice to see something else alongside CS.
  8. Nice video from WarOwl on this topic: Also, first high-tier pro matches on Inferno yesterday at Dreamhack Las Vegas. Seems to play similar to old one, still early to judge though.
  9. Beautiful, looking forward to new pics.
  10. E-League Major finals were awesome, almost as if it was scripted. New update: Dust 2 out, Inferno in Active Duty Pool. Also Dust 2 gets its own category in Casual match search. It is a legendary map after all. . http://blog.counter-strike.net/index.php/2017/02/17863/
  11. Thanks This one is completely my own, but I have been working with Blender for a few years now and for learning Substance I used tutorials from their site and Youtube channel.
  12. Learning texturing with Substance Painter. Barrel model created in Blender.
  13. Yeah, I really like the general art direction in CS:GO recently. Slightly stylized, but still with a decent degree of realism, not too cartoony. Nice balance of aesthetics and competitive-friendly design. Can't wait for other models to be updated. Dust 2 CT guys need it the most in my opinion.
  14. Update: New SAS model, sound and public lobby tweaks. http://blog.counter-strike.net/index.php/2016/12/17343/ http://blog.counter-strike.net/index.php/2016/12/17344/
  15. I think you have the right idea, though that model probably has some additional subdivisions, like this: Then in UV channel 2 you would only position that single face over chosen decal in decal texture, like this: I simply squeeze other unused face UVs somewhere in the corner since these parts of decal texture are transparent anyway.