1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. GrillusRetardus

Posts by GrillusRetardus

  • Apex Legends

    • GrillusRetardus
    • February 13, 2019 at 11:14 AM
    Quote from Mitch Mitchell

    7 minutes ago, Mitch Mitchell said:

    Cool name :)

  • The random model thread!

    • GrillusRetardus
    • January 3, 2019 at 6:20 PM

    Dude, that's awesome! Way better than my first model. Some general advice regarding learning modelling. Always try to improve your workflow, you know. Watch as many tutorials as you can, dabble in all kinds of different ways of creating cool effects. It's one thing to watch tutorials but it's an entirely different thing to actually have the experience needed to solve different kinds of problems. I know a stupid thing I did when I started out which was to keep everything on grid, I felt more at peace then or something. I had that nailed through my head from hammer..

    Moral of the story, be open minded to different modelling techniques.

  • Forcing LODs as default for lower settings

    • GrillusRetardus
    • December 19, 2018 at 4:58 PM
    Quote from Squad

    18 hours ago, Squad said: It would help if you specified the game/engine.

    This would be for Gmod.

  • Forcing LODs as default for lower settings

    • GrillusRetardus
    • December 18, 2018 at 4:34 PM

    Say you've got a model and you want to make some LODs. You've got your reference model, LOD1, LOD2, LOD3 ,LOD4

    LOD4 is just a couple of triangles, meant to be viewed from afar. While on high settings, this works fine and dandy. But the trouble comes when you go on low model detail. On low settings the "lowest" LOD is used as default and the model doesn't go through any further LODs.

    I'm wondering if there's a way of forcing, say LOD3 as default for low settings. keeping LOD4 as just a few triangles, thus somewhat optimizing the level. Or should I just set the lowest LOD to something presentable, sacrificing some potential tri reduction?

  • The random model thread!

    • GrillusRetardus
    • July 12, 2018 at 3:25 PM

    Took a break from source for a lil while, Trying to make a realistic character and render. Attempted to make our Goofy, yet Glorious King: Carl XVI Gustaf.

    More screenshots on Artstation

  • WIP in WIP, post your level screenshots!

    • GrillusRetardus
    • June 16, 2018 at 9:29 PM

    An update for my de_tides remake. I've been mostly focusing on making models

  • WIP in WIP, post your level screenshots!

    • GrillusRetardus
    • May 10, 2018 at 3:21 PM
    Quote from Zarrex

    6 minutes ago, Zarrex said: is it in a playable state?

    Yeah. But the forget the de_ bit. I'm planning on releasing it as a wingman map. (screenshots are outdated)

  • WIP in WIP, post your level screenshots!

    • GrillusRetardus
    • May 9, 2018 at 10:48 PM

    I've been working on my de_tides remake.

    I've also started making models for the map. But I can't seem to get the textures to look right... It looks mushy and too contrasty. Any tips on how I'd improve the textures would be greatly appreciated :)

  • First model for Source Engine

    • GrillusRetardus
    • May 3, 2018 at 3:12 PM

    The most popular way is to use Wall Worm [Tutorial]. But this is a 3ds max exclusive (I'm pretty sure). You can always do it the old fashioned way and create a .qc file and compile the model manually. This is less convenient but when it's setup it's relatively quick and easy. (You'd also have to figure out a way to export your model as a .smd)

  • [Gmod] rp_wildwest

    • GrillusRetardus
    • April 20, 2018 at 10:41 PM
    Quote from PapaRabbi

    11 hours ago, PapaRabbi said: That's goddamn photoreal. How many of those textures are custom?

    Thanks :) I'm pretty sure that the only custom texture would be the sand-ish texture in the main/second town. (I grabbed that from textures.com)

  • [Gmod] rp_wildwest

    • GrillusRetardus
    • April 15, 2018 at 12:44 PM

    I just released an RP map that I've been working on since late November.Steam workshop link

    Spoiler

  • The random model thread!

    • GrillusRetardus
    • March 23, 2018 at 12:03 PM
    Quote from fewseb

    On 22/03/2018 at 5:06 AM, fewseb said: will eventually be converted into a prop using propper.

    Uhm.. I'm not sure that's the best way of creating models.

    Have you considered downloading and learning blender?

  • WIP in WIP, post your level screenshots!

    • GrillusRetardus
    • March 1, 2018 at 10:29 PM

    An update for my Old western RP map. Haven't worked on it for a while because I ran into hard limit issues, Issues I'll have to face at some point. :c

  • [CS:GO] Central (Workshop link posted)

    • GrillusRetardus
    • January 18, 2018 at 2:47 PM

    Now... What kind of black magic did you use for the ceiling in the curvy tunnel? Surely you must have previous experience with source to be able to pull that off!

    Really impressive! :)

  • WIP in WIP, post your level screenshots!

    • GrillusRetardus
    • January 11, 2018 at 5:06 PM

    I've been working on an old western Gmod RP map for over a month now. I've only just started detailing, still very much WIP though.

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

    • GrillusRetardus
    • October 21, 2017 at 8:27 PM

    An RP map for Garry's mod. It was gonna be a GTA V, Los Santos kinda deal. I never finished it due to lack of skills, Source limitations and inevitable optimization issues.

  • What music have you listened to recently?

    • GrillusRetardus
    • September 19, 2017 at 7:43 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • WIP in WIP, post your level screenshots!

    • GrillusRetardus
    • September 10, 2017 at 12:01 AM

    I've been working on a remake of de_tides for CSGO. (Mostly as practise)

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™