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Showing content with the highest reputation on 07/24/2019 in all areas

  1. 5 points
    Zarsky

    Blender

    Here you go, freshly updated video playlist with Blender 2.8 Fundamentals: Also Blender 2.8 is now at RC2 stage and scheduled to release this week if no major bugs emerge. The Blender Developers Blog is a great place to find out more about current and upcoming plans for Blender development: https://code.blender.org/ If you have a good idea or a feature request, one of the best places to get in touch directly with the developers is through Devtalk forum: https://devtalk.blender.org/ If you find Blender useful and like to help make it better, there's a new donation page: https://fund.blender.org/ (They are currently getting 71K€/month from community and corporations! All funds are invested directly into hiring new contractors/developers.) PS: If you find a bug that's annoying you and like to speed up fixing of it, you can report it directly from inside Blender via the Help dropdown menu.
  2. 4 points
    WlLL

    [WIP] de_colosseum

    Was very surprised to find no trace of a Colosseum map created before so thought I'd give it a go. This will be a classic defuse map set inside the Colosseum grounds and stands thought the cylindrical structure would be a fun challenge to work with.
  3. 3 points
    untor

    Swamp

    Modular system for the Swamp project. Every day, we inspect hundreds of photos, think over ideas and implement them in 3d. The modular system is one of the principles of convenient use of content in large projects. And that first props.
  4. 3 points
    Minos

    Blender

    This is a good one that covers all the fundamentals at a good pace: https://cloud.blender.org/p/game-asset-creation/56041550044a2a00d0d7e069
  5. 2 points
    Radu

    Blender

    Useful links: Official Blender website: https://www.blender.org/ Official Blender YouTube channel: https://www.youtube.com/user/BlenderFoundation/videos The Blender Developers Blog is a great place to find out more about current and upcoming plans for Blender development: https://code.blender.org/ If you have a good idea or a feature request, one of the best places to get in touch directly with the developers is through Devtalk forum: https://devtalk.blender.org/ If you find Blender useful and like to help make it better, there's a new donation page: https://fund.blender.org/ (They are currently getting 71K€/month from community and corporations! All funds are invested directly into hiring new contractors/developers.) PS: If you find a bug that's annoying you and like to speed up fixing of it, you can report it directly from inside Blender via the Help dropdown menu.
  6. 2 points
    Kokopelli

    de_neighbors

    Neighbors Bomb Defusal Domestic terrorists storm a northern Virginia community to locate the home of a notorious hacker and destroy his trove of stolen data. Objective A - Destroy the hacker’s PC Objective B - Destroy the backup drives in the hacker’s car This project began as an exercise in capturing a real life location and re-imagining it in a way that's conducive to CSGO gameplay. You might call this the "Canals approach." Creating was a great learning experience and I'm pretty happy with where I landed given the inherent constraints of the location I was trying to capture--particularly the fact that it was a fairly open environment. The biggest challenge was figuring out ways to reduce sight lines in ways that made sense thematically. The result is a map that strongly resembles the source inspiration but with plenty of necessary departures for improved gameplay. It's also my first completed map and entry to the CSGO workshop. Looking for feedback on layout, gameplay and visuals. And please let me know if you find any bugs. Hope you enjoy! Special thanks to Yanzl for various assets. Workshop Link
  7. 2 points
    Spiffy

    [WIP] I don't have Hammer

    Alright, I now have Hammer, and am working on making the map. Will have a creation of somewhat soon :)
  8. 2 points
    Radu

    Blender

    Any of you guys know a good tutorial series on the basics? I tried my hand at Blender back in 2017 and blocked out some placeholder window frames for Source, but never got back to it. I remember it was pretty awkward finding something specifically tailored for creating game assets that also explains a bit more in depth. Most of the videos I found where focused on renders within the software and anything Source related was incomplete - had to use several videos to figure some things out. Actually, might be worth sharing more resources. I'll update the first post accordingly so it's easy to find for everyone.
  9. 2 points
    Interfearance

    de_bucha

    I'm signing up for a playtest today. Here is the patchy but functioning radar:
  10. 2 points
    [HP]

    Blender

    Both companies and artists are increasingly more frustrated at Autodesk as well, both Maya and 3DsMax are ancient apps by now, and I realize there's a lot of legacy code on there that I bet they just wanna stay the hell away from, but they really need to focus on making their tools fast and polished and stop adding so much crap that no one asked for. To be fair to Autodesk, Maya 2018 was a step in the right direction, that release has a lot of quality of life improvements, but yeah... I feel they need their own "Modo", a fresh start, clean slate where they actually ask artists and modelers the tools they need and build around such needs. But nah, easier to buy other packages (XSI) and close the company that runs them, so fucked up man.
  11. 2 points
    Loafsy

    [WIP] Riverboat

    Update: Preliminary layout. Will begin blocking this out in Hammer soon!
  12. 2 points
    NikiOo

    [WIP] Torga

    I'm just very proud of the way this turned out: This doesn't look very abandoned, does it? And for some reason I wanted to have green lighting in the lake, so here's a bunch of weird ghastly lanterns. I'm also changing to the other rocks, from the other deathzone map, these look a lot better with my bamboo trees. This is bombsite B. Beware! Big W.I.P. layout wise, it's gonna be very similar to the first version, I'm just trying out some weird quirky stuff. And here's middle. I think I've managed to make the areas look quite distinct visually, and I still have a lot of unused balcony and windows props. So far I think I'm doing a really good job at making this look like a fishing village as little as possible. I could just keep people in the dark and reveal the art when it's all ready and that would probably have a much better effect on people who have been following the development, but I don't like keeping things in my closet, if something looks good, I wanna share it. Besides, now I'll have to look at these screenshots every time I open up my thread and I'll start to see why it looks bad. All feedback is welcome! bye
  13. 1 point
    Donskioni

    [WIP] Touristas

    Been in photoshop alot lately figuring out what my textures are going to look like! Going to get em ingame soon to text scale, normal maps and blending! The stone with the white boarders took 5 hrs alone ... phew. Its one of the core textures tho! Take a look!
  14. 1 point
    That50'sGuy

    Dixon

    I've just been spending the day modeling the decorative trim for the escalators. I haven't finished making the rail for the décor, but I'll get it done soon! In the final version there will be 3 layers of wallpaper on the boxes with most of it peeling showing the other layers, but the 1966 version of the prop should do fine for the greybox. The more I work on this map, the more it's looking like a darn IKEA store...
  15. 1 point
    FMPONE

    Overwatch

    Looks like Sigma really adds some interesting stuff to combat https://gfycat.com/denseunawaregoldeneye-highlight-overwatch
  16. 1 point
    MikeGon

    Blender

    Last time I used Blender I got frustrated because the UI and workflow was an unintuitive mess ...but that was in like 2006, it probably received 1 or 2 updates since then One day I might finally cross this thing off my life goals bucket list: modelling a blender with Blender
  17. 1 point
    General Vivi

    [WIP] de_colosseum

    This looks great Will!
  18. 1 point
    Radu

    Blender

    Thanks for the links @Zarsky I added them to the first post
  19. 1 point
    Zarsky

    Blender

    I'd suggest jumping into the upcoming Blender 2.8 release with the improved interface and bunch of new features. This is a major release and there's already a huge amount of sweet features lined up for the next release that further enhances this reworked foundation. I believe the tutorial video playlist I posted is a good place to start. Most of the community has also now ramped up the creation of more detailed tutorials for this impending release.
  20. 1 point
    Interfearance

    de_bucha

    Welcome to Bucharest! My goal is to have a better looking graybox than Roald. But seriously, I want to produce a simple and fun theme with some new ideas. The layout is simple, the palette will be warm, and the middle will be vital. Here are a few screenshots (I have opted out of blocking window frames and stuff because they will probably end up being models and there be many facades that would be very taxing if blocked). Also I need to incorporate a few more mats for the gray box, hence the errors XDDD. I also am having issues with TAR, if you can help read the text at the end!!! A site (W.I.P) Upper A stairs Upper B B site (W.I.P) B courtyard (W.I.P) Whenever I try compiling the tar map I get this log: If you can help then PM me and I will love you forever
  21. 1 point
    leplubodeslapin

    Blender

    Hummm ... I believe Blender got its 2.80 update (still in beta but plenty of people are using it) → People realize it's at least as good as maya/max for what they do but it also has plenty of tools within the same software that can replace other softwares (sculpting, baking, rendering, physics simulation ...) → They give it a try and it's just much better than paid softwares ? Plus it has an incredible real-time render view (eevee). Maybe guys you should give it a try ? To me, it's 1000% deserved. (I'm no expert, I'm not an 3D artist)
  22. 1 point
    MikeGon

    [CS:GO] cs_sauna_2019

    Hi @Mamorex, your stuff looks pretty cool!! I know writing text is pretty boring, but a little explanation could go a long way in communicating your though process here! Design is all about decisions and intent... images don't communicate that as well as words. The diving board jump onto catwalk / baby pool drop thing is crazy and original, but I'm wondering how it's gonna play out in a real match. I think it would be fine if this was a niche side thing, but here it's one of the two routes to the hostages! Also it took me a few minutes to understand the baby pool drop thing, so I think a lot of players will be confused at first... and I don't think bots can do any of these jumps btw In the pool room again, the "concrete pillar on catwalk" part is weird... I know I'm supposed to walk on the railing next to it, but it doesn't feel great for both gameplay and fiction. There's a lot of awkward, dead-end little rooms packed with props... it's cool to add spaces for storytelling, but I think they shouldn't be playable (e.g. door is locked, we see a cool thing through a window, and that's it) A thing to keep in mind with interactible objects, is that as soon as we use one it creates the expectation that the next identical object will behave the same way. This isn't the case with doors in your map (green door interactible on T-spawn, green door non-interactible on CT-spawn...) I'd say make the interactible doors have 1 consistent appearance, and non-interactible doors have a different one. There's a few more props that encroach navigation space, like the benches in the locker room for instance... I suggest having a single row instead of 2 per section, to simplify it a bit, and moving them a bit further away in the alcove, not aligned with the lockers, to make it less likely to accidentally bump into them while moving across the room. This wall is at the awkward height of "Is jumpable question mark???" (it actually isn't). I'd make it a bit higher so it's visually clear There's also a lot of snagging on small collisions. Disabling collisions on small props and adding clip brushes will solve that (large window by the pool, railings in the staircase, doorframes, etc.) Overall it's looking pretty nice! Keep up the good work
  23. 1 point
    Update: this week we've been doing a lot of playtests and sadly we've gotten some fairly negative results (not that the map is bad, is just that is bland) so after a really long discussion with the team I'm making this map, we've come to the conclusion that we need to make some major reworks to make this map better and easier to work around. We'll be updating you soon about the changes.
  24. 1 point
    DeadKnife

    Submerged

    Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines. Changes: Removed long sightlines at both A and B entrances Pushed Ts back Removed Control Room, as it was too OP Added more cover to B site Made the map slowly flood if the bomb detonates Other small improvements Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there.
  25. 1 point
  26. 1 point
    CommonCrayon

    Lure

    I have changed this maps name from FishingLodge to Lure, as this name is just much more better. I'd like to thank @SethTooQuick for the name suggestion and a few others who helped me decide a better name. Here is the workshop link feel free to play the map and feedback is always appreciated. https://steamcommunity.com/sharedfiles/filedetails/?id=907404190 Currently I believe this map is complete layout-wise. Now its time to get on with the art. Here is the current layout view for anyone wondering.
  27. 1 point
    sir goober

    de_Vice

    Realizing that it's been some time since the last update, just making a little one to wrap up some concerns. - Yup, I've done some rework on the lighting so it isn't burning your eyes out. (Always make sure the lighting looks good in a normal compile instead of the fast option) - The Radar is fixed after some odd bug messed it up slightly Radar: - And I've detailed 2 parts of the map so I can get an idea of how the map will look and feel Chokepoint at B: Chokepoint at A (I'm too lazy to compile the map and wait 2 hours to get a few screenshots): So not that exciting of an update... ... But! The workshop version of the map will be updated very soon, so you all can play without getting your eyes burnt by the lights! https://steamcommunity.com/sharedfiles/filedetails/?id=1802024714 Here's the workshop =-]
  28. 1 point
    mr.P

    Graveyard

    A somewhat accurate representation of the current layout, How it plays, attackers: How it plays, defenders: General timings to objectives/rotations falls within the current standards
  29. 1 point
    General Vivi

    Prodeus (random dev stuff)

    Based on some feedback I got, I reworked the lights a bit, got rid of some overly bright glass, focused the view on the path. Feedback is always welcome! Thanks again.
  30. 1 point
    NikiOo

    [WIP] Torga

    I think I've decided on the lighting. So apparently bamboo trees do grow on red soil. Here's my little bamboo tree: And here's my super dope, duper exotic 4-way blend texture: I still haven't made up my mind on whether the village is gonna be abandoned or not, but I am starting to lean more and more towards the latter, for nothing else but my laziness to make things look old. Either way, there's gonna be a bit of moss over the buildings, otherwise they just won't fit in the color scheme and that's bad. And because of how much I like to document my development process, here's a screenshot from the lake: It's gonna have lanterns like these: floating in the water, unless of course someone can confront me with a flash of cultural wisdom about how inadequate it would be to place them there. P.S. I realized the wood textures on the houses was too dark and I've tried several different ones, but none seem to just Whoa me, maybe because of the messy blend of greybox visuals and prototype art that surrounds the buildings. Or maybe I just need to find an actually realistic looking wood texture that's not super dark. bye
  31. 1 point
    Donskioni

    [WIP] Touristas

    Finally got the workshop link setup! Please take a look if you are interested! note: lighting is wack, and there are some ares which have poor vis because of this. Some detail has been played with just to add some intrest in play, but it is still heavily WIP. Most of the layout is there! There are tons of grenade options, and alot of height variety. WS link: https://steamcommunity.com/sharedfiles/filedetails/?id=1748296130 I also had some fun with the radar.... its still a WIP as well. Pink is the lowest and the blue light blue tends to be the highest. but check it ouuuuut!
  32. 1 point
    michal3210

    [CS:GO] dz_junglety (Danger Zone)

    Map is released! Every feedback would be appreciated! https://steamcommunity.com/sharedfiles/filedetails/?id=1813326589
  33. 1 point
    NikiOo

    [WIP] Torga

    Alright, so my theme clearly wasn't exotic enough, so I'm changing it to an Old Fictional Chinese Fishing Village (maybe Abandoned, maybe there is still a terrible old man lurking in the shadows). I started making a rooftops tileset: The pierced fish is gonna be the emblem of the map and there's gonna be a lot of fish hanging around, I can also imagine making flies around the spoiled fish, but then again it's just my imagination and I might find it too hard and give up. I decided to put more effort into the textures than the models (quite frankly I was just being lazy), but still, it's gonna be hanging high in the skies so no one should have anything to complain about. Other than that, I think I got the colors pretty much right, the fish might have to change to a more metallic color, though. I'm thinking of a relatively dark weather to fit with the gloomy mood, maybe early morning or late evening, or I could just make it a stormy day with rain and dark clouds.
  34. 1 point
    text_fish

    de_bucha

    Don't expend too much energy on beautifying the graybox. With a gruelling artpass on the horizon, there's no sense in duplicating your workload.
  35. 1 point
    mr.P

    Graveyard

    a minor Sunday update,
  36. 1 point
  37. 1 point
    Interfearance

    [WIP] de_bucha

    6/20/19 - Get Ready
  38. 1 point
    Interfearance

    [WIP] de_bucha

    Here is most of the map drawn out. I had to omit B (separate sheet XD), but I guarantee its interesting!
  39. 1 point
    Spiffy

    [WIP] I don't have Hammer

    Made a hostage map. Which do you prefer? Also, I made an updated version of the de_ map. I'll post it later
  40. 0 points
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