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  3. Thewhaleman

Posts by Thewhaleman

  • Chlorine

    • Thewhaleman
    • February 5, 2020 at 5:45 PM
    Quote from zombi

    23 hours ago, zombi said: It's really cool! Give me more

    There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made.


    Quote from JackT

    On 2/4/2020 at 2:27 AM, JackT said: I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?

    The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos. I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas. The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.

  • Chlorine

    • Thewhaleman
    • February 3, 2020 at 5:13 PM

    Early concepts for Chlorine for those who are interested.

    [Blocked Image: https://i.imgur.com/NIOmY5d.png][Blocked Image: https://i.imgur.com/bozZ6MP.png][Blocked Image: https://i.imgur.com/MYWCKKb.png][Blocked Image: https://i.imgur.com/OL5BGmy.png][Blocked Image: https://i.imgur.com/mLZlS7n.jpg][Blocked Image: https://i.imgur.com/3zrTNG6.png][Blocked Image: https://i.imgur.com/Olc7cBH.png]

  • DE_TENEMENT

    • Thewhaleman
    • March 16, 2019 at 2:03 PM
    Quote from Lizard

    2 minutes ago, Lizard said: That's why Valve bought mirage from bubkez right?

    After bubkez had to change it a bunch because CPL strike...right? He might be mistaking redistribution rights with ownership? I think he is out of his depth clawing on any logic to justify a point he doesn't even understand at this point. Mods should just lock this thread. No good is being done.

  • DE_TENEMENT

    • Thewhaleman
    • March 16, 2019 at 1:40 PM
    Quote from zastels

    Just now, zastels said: You're not wrong, you're just making the wrong argument. Monetizing a piece of intellectual property is far different than redistributing a piece of IP that has been put into public domain with a creative commons license.

    Love the fact you used those three MAGICAL words. Creative Commons License.

    Quote

    Quote A Creative Commons (CC) license is one of several public copyright licenses that enable the free distribution of an otherwise copyrighted "work".[note 1] A CC license is used when an author wants to give other people the right to share, use, and build upon a work that he or she (that author) has created.

    Creative common licenses are set by the creator, there is no default.

  • DE_TENEMENT

    • Thewhaleman
    • March 16, 2019 at 1:21 PM

    Just going to throw this one out there, Valve, a billion dollar company, has been rumoured to cut a map from the first operation because they weren't sure of copyright issues with the map. Crazy right? Almost like they didn't want to take the chance, like the map, even though remade, was so much of a liability, it wasn't worth the chance. Kinda makes you think that you automatically own your ideas even though you post them online. Like almost as the creator you have the power to decide how your work can be distributed, used, and or remixed by others. Also like, you're responsible to defend your own copyright. Makes you go HMMMMMMMMMMMMMMMMMMMMMMMMMMMM...

    -Freelance artist that lively hood depends on laws that protect creators.

  • GRAND PRIZE WINNERS Declared!

    • Thewhaleman
    • February 23, 2018 at 9:34 PM

    Congrats to biome, map was solid.

  • Mapcore FACEIT Hubs

    • Thewhaleman
    • December 20, 2017 at 4:11 PM
    Quote from JimWood

    15 hours ago, JimWood said: I feel that it would be very beneficial for the community to be able to make use of the hub on a permanent basis.

    Although, I feel that active user numbers would definitely see a reduction if it was a permanent thing. Maybe the best way to go about this is to have the hub actively rotate a select number of maps, similar to how it's being implemented right now, but with monthly breaks in between to keep the players looking forward to the new maps.

    I don't know how this all shakes down of course.. but I'd like it if the hub was re-opened every once and awhile with a couple new community maps for short periods of time. Right now your map really doesn't have a chance to be played outside operations by a serious amount of people. It's been a problem for awhile. A map gets made, and then just lives on the workshop and if it doesn't get picked up by an operation, it dies on the workshop. The best feedback you get is from people theory crafting your map offline or playtests that you set up. Seeing these maps get played, not just mine, has been amazing, feels like a prize just to have your map played. Either way I've enjoyed the last few days. Good job on faceit and mapcore for making this happen.

  • totally random texture thread

    • Thewhaleman
    • December 7, 2017 at 12:05 AM

    [Blocked Image: https://i.imgur.com/rX5LfuO.png][Blocked Image: https://i.imgur.com/HoKunQi.png][Blocked Image: https://i.imgur.com/PPxGSiD.png]

    Designed for the source engine in substance designer.

  • Abbey

    • Thewhaleman
    • December 4, 2017 at 6:11 PM

    I mostly did textures and assets for the project, but early on in the mapping process to figure out some areas I drew some quick concept art. Here is a couple of those drawings.[Blocked Image: https://i.imgur.com/Qx5yLiU.jpg][Blocked Image: https://i.imgur.com/6rLAd27.jpg]

  • The random model thread!

    • Thewhaleman
    • November 30, 2017 at 10:17 PM

    Some props I made for de_abbey[Blocked Image: https://i.imgur.com/hMsSOkC.jpg][Blocked Image: https://i.imgur.com/R2SVpkd.jpg][Blocked Image: https://i.imgur.com/iHozjxV.jpg][Blocked Image: https://i.imgur.com/NrZxcO1.jpg][Blocked Image: https://i.imgur.com/fqXK5xe.jpg][Blocked Image: https://i.imgur.com/fls3UDp.jpg]

  • ITT: Post maps/scenes that never saw the light of the day.

    • Thewhaleman
    • August 19, 2017 at 10:40 PM

    Concepts done for a deathmatch pier map that has collected a bunch of dust, would be aimed to work with csgo's weird game modes like am_maps. Maybe one day. Based off the famous Santa Monica pier. The layout was very v1, had a lot of problems, and was never fleshed out or finished. [Blocked Image: http://i.imgur.com/yw2saFI.jpg]

    Exterior of game building.

    [Blocked Image: http://i.imgur.com/YSCpHuQ.jpg]

    It works!

    [Blocked Image: http://i.imgur.com/q9M6ROj.jpg]

    some props

    [Blocked Image: http://i.imgur.com/QfcW3IU.jpg]

    More props.

    [Blocked Image: http://i.imgur.com/jrBKKI2.jpg]

    layout roughs with some quick drawings to get ideas out of my head.

    [Blocked Image: http://i.imgur.com/ZD59RpP.jpg]

    Sushi shop was also going to have a sticker and gun skin release with map. This is mock up.

    [Blocked Image: http://i.imgur.com/d4I92X9.jpg]

    One of the game roughs

  • WIP in WIP, post your level screenshots!

    • Thewhaleman
    • June 7, 2017 at 7:30 AM
    Quote from Dillon Beard

    12 hours ago, Dillon Beard said: I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all.

    Is the drapery a separate model from the window?

  • The random model thread!

    • Thewhaleman
    • April 29, 2017 at 1:44 PM

    Keeping busy...(Might tweak the rocket ship, add some wear to that red paint..)

    [Blocked Image: http://i.imgur.com/h1SdZqr.png]

    [Blocked Image: http://i.imgur.com/UwyLBl9.png][Blocked Image: http://i.imgur.com/Sstp4NQ.png][Blocked Image: http://i.imgur.com/3HowU7W.png][Blocked Image: http://i.imgur.com/K9OWWm7.png]

    [Blocked Image: http://i.imgur.com/Vw4EUhV.png]

  • The random model thread!

    • Thewhaleman
    • April 16, 2017 at 10:58 PM

    [Blocked Image: http://i.imgur.com/jztrnFd.jpg]

    [Blocked Image: http://i.imgur.com/GDHIBun.jpg]

    IT WORKS! Sorta....I might make the scoreboard work, but it seems like a nightmare that can easily sink a lot of time into and get me no where...

  • totally random texture thread

    • Thewhaleman
    • April 12, 2017 at 10:27 AM

    Messing about with some workflows, made a wood texture..[Blocked Image: http://i.imgur.com/qES3VGy.png]In source

    [Blocked Image: http://i.imgur.com/aaLebjz.png]

    In substance

  • The random model thread!

    • Thewhaleman
    • March 22, 2017 at 10:58 PM

    [Blocked Image: http://i.imgur.com/LkG0FsS.png]

    Random stuff I am working on, need to redo the rock texture....but man, I'm diggin messing around with hand painted stuff.

    EDIT: I ported it into source for shits and giggles...

    [Blocked Image: http://i.imgur.com/1qnsWzN.png]

  • ITT: Post maps/scenes that never saw the light of the day.

    • Thewhaleman
    • March 13, 2017 at 5:15 PM
    Quote from Vaya

    52 minutes ago, Vaya said: Old version of Valley. New version incoming but real life comes first :)

    I still have nightmares about the wood floors.

  • De_rooftop

    • Thewhaleman
    • March 2, 2017 at 3:43 AM
    Quote from cashed

    31 minutes ago, cashed said: Very nice. Was the Division a key reference?

    I've gotten that question a few times. The original inspiration came from binge watching Netflix's Daredevil season 2. So since day 1 I've been basing things off of Hell's Kitchen in New York. That was the biggest reference for a long time in the development cycle. Wasn't till right before Christmas I finally got around to playing Division with some friends. I will say my friends were highly annoyed when I constantly wanted to explore every rooftop. I'd be lying if I said Division wasn't at least a small reference at this point, but I've been trying to not be a Division clone. I hope the vibe I am going for, and the things I want to accomplish with de_rooftop, help it be it's own thing.. Really though since we are drawing from the same inspiration this can become very hard at times. So...

  • De_rooftop

    • Thewhaleman
    • March 2, 2017 at 12:58 AM

    v7 Public Update[Blocked Image: http://i.imgur.com/gqmPqJi.png]

    [Blocked Image: http://i.imgur.com/TWXOUcQ.jpg]

    Removed T side window replaced with better cover in mid, and a more streamline path, see below.

    [Blocked Image: http://i.imgur.com/gjkcoF6.jpg]

    See!

    [Blocked Image: http://i.imgur.com/7iLlZqw.jpg]

    CT side mid cover changed along with mid2A

    [Blocked Image: http://i.imgur.com/KGA588b.jpg]

    Mid 2 B has new path to a crouch hole into B site window.

    [Blocked Image: http://i.imgur.com/HTJgX6b.jpg]

    Ts get safe passage into upper A. Added fence for protections against fast pushes, flower pot turns fence into cover to deter aggression from CT.

    [Blocked Image: http://i.imgur.com/rRpDpyT.jpg]

    B site window moved, cover added.

    [Blocked Image: http://i.imgur.com/y35xSG0.jpg]

    A site main route modified, cubby added in place of old upper A door.

    [Blocked Image: http://i.imgur.com/byznTrP.jpg]

    A site now has better places for CTs to fight on site.http://steamcommunity.com/sharedfiles/fi…s/?id=691608815

  • WIP in WIP, post your level screenshots!

    • Thewhaleman
    • February 18, 2017 at 5:13 PM

    From brushes to models! This 3d stuff is neato.

    [Blocked Image: http://i.imgur.com/uW5oQ9i.gif]

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