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Showing content with the highest reputation on 06/28/2018 in all areas

  1. 8 points
    Screenshots of my GZDoom map for Verse Hopper project on DW:
  2. 5 points

    2018 FIFA World Cup

  3. 4 points
    Been hard at work on some dumb mod thing: https://www.moddb.com/mods/inhuman
  4. 3 points

    Mapcore Job Census

  5. 3 points
    Andre Valera


    https://steamcommunity.com/sharedfiles/filedetails/?id=1216362919 https://imgur.com/gallery/E4n7r9J Kaizen June 2018 Update!!!
  6. 2 points
  7. 2 points
    An update for my de_tides remake. I've been mostly focusing on making models
  8. 1 point


  9. 1 point


    You know what, it would be nice if you could mark it somehow where the bomb zone starts and ends on top of the bridge. For example, with light poles so that it can be seen from underneath. Otherwise if you've planted the bomb on top, CTs can just smoke it and it's very difficult to tell where you've planted the bomb if you're on the lower level or at long. There are different situations where this could be useful, or maybe you want it to be this way so that it's very difficult to defuse without a smoke, whereas, with a smoke it's much easier, idk. Otherwise it's starting to look really sick visually, you're almost there.
  10. 1 point

    The Predator

    Too bad they already spoiled the plot in the trailer, oow look a bigger PREDATOR!!!
  11. 1 point

    [CS:GO] Chalice (Wingman)

    Published an update last night where I did some major and minor facelifts, improved cover and angles, fixed a lot of clips and adopted Valveā€™s new radar design:
  12. 1 point

    Futuristic Suburb (Unity)

    Hello Mapcore! This is the final project I have made in my first year from my master as a 3D Artist. The project is based in a distopic futuristic city with a big gap between rich and poor, and mafias fight for the control of it. The whole project has been created by the entire class, with me and Pau Sanchez creating the Outdoor part of the scene (Floor, low level, first level, tunnel and roof). The aim was to work all the class in one big project, with our teacher being the lead artist of it. In all this work I was responsible of creating the kitbash for the floor, first level and roof (From our part of the scene), and also creating some props and one big car. I also created the main character with a pistol, that has a basic rigging and skinning and is able to move around the whole scene interacting with doors, elevators and enemy players. We used vertex paint for texturing the entire floor, tunnel and low level, and Substance Painter for the rest of the parts. Breakdown Floor kitbash First level kitbash Roof kitbash Floor asphalt (Created with Substance Designer) Car asset Main bridge. Create by: Hao Jin and Jordi Oller Tunnel. Created by: Hao Jin and Jordi Oller Area 2. Created by: Irene Cruz and Jordi Montfort Aside from the 3D artist result, which was our main focus, it is also a playable project, with colliders and usables, and also players that are able to move around the whole scene. You can also spread love around Artstation https://www.artstation.com/itzomega and help me grow as a 3D Artist Thank you for your time!
  13. 1 point

    WIP in WIP, post your level screenshots!

    The gif makes me think of HL and Control, all at once
  14. 1 point

    WIP in WIP, post your level screenshots!

    Nice, has a 2001 vibe which is really cool
  15. 1 point

    WIP in WIP, post your level screenshots!

    Messing around and having some fun in UE4 with some early wip lighting studies
  16. 1 point

    [CS:GO] de_Iris

    Today @BubkeZ and me are celebrating finishing the first art pass for de_iris. That means we have mapped out all our ideas for locations and buildings, and making sense of the environment. We don't want to show off too much yet. Our workflow is rather loose, so ideas are constantly changing. Art pass 2 will focus on solidifying ideas and tie together the theme better. For the sake of experimenting and trying out ideas, we have left the polish on some of the models. The map will look more presentable after the next art pass. So far I have made 62 unique models for the map, and we have designed almost 15 fictional brand names and businesses for de_iris. The iron is hot! Here's a sneak preview from one of the locations in Middle. Oops, how did this manage to get here?? We don't want to spoil the fun yet...!
  17. 1 point

    WIP in WIP, post your level screenshots!

    de_dust2 looks so cool in Source 2! ~ does this include photogrammetry work as well?
  18. 1 point
  19. 1 point

    WIP in WIP, post your level screenshots!

    So much cool shit, omg. Need to visit this thread more often.
  20. 1 point
  21. 1 point
    A pity that an atmospheric lighting like this is impossible in CSGO because it would be literally unplayable. But I'm sure you will find a good compromise. Still looks pretty cool now, even though it suffers a lot from the stupid lighting bug that Valve refuses to fix for more than a year now (influence of local lights (light_spot) on props is too strong since ~march '17, makes them appear too bright). (-> snow pile props too red/bright) Anyway - looking forward to play this.
  22. 1 point

    WIP in WIP, post your level screenshots!

    Wow @Oskmos, just: WOW! The lighting is so soft and believable... I guess is the forest environment, but it reminds me of Alan Wake, and considering CS has a less advanced lighting system, I think that means a lot.
  23. 1 point
  24. 1 point
    More work on Insertion2. Trying out a new dusk/dawn lighting setup. I Think i'll stick to it. Will be nice to play around with lights to guide player movement. It's still a bit too dark though. Need to find the sweetspot between nailing the dusk/dawn look and good overall brightness. I posted these on Twitter as well at https://twitter.com/Oskmos So make sure tO SmASH THAT LIKE BUTTON!!
  25. 1 point

    WIP in WIP, post your level screenshots!

    Hi guys!:) First steps @ sdk
  26. 1 point
  27. 1 point

    WIP in WIP, post your level screenshots!

    Trap room modelling progress for my UT4 map called DM-Chamber
  28. 1 point

    WIP in WIP, post your level screenshots!

    Not sure what to call it exactly. Definately not a sequel, since most of the layout is the same. So a remake with updated layout + visuals or something like that Any and all props (and textures obviously) are placeholders for the time being. I'm aware the language of that sign is not correct Also, because I started from the original vmf and turned it into a greybox again, there's still a lot of stuff left in the vmf that will be replaced/remade later on, like the 3D skybox, old props acting as cover, etc. I'll gradually swap out/delete stuff when I figure out each and every of these instances.
  29. 1 point

    WIP in WIP, post your level screenshots!

    New progress on PVKII map Desertruin
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