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Showing content with the highest reputation on 09/16/2020 in all areas

  1. 13 points
    celery

    [CSGO] Paradise

    This is my entry for the 2020 Source Engine Discord Wingman Contest. This started out as an Arms Race map, about half done with the art about 1.5 months before the contest was over, and for the past two weeks I have overhauled the entire map as a wingman experience. I have done a few playtests on the Source Discord, and they've been mostly positive. I'm at a polishing stage right now, so any and all feedback would be appreciated. I'm doing a playtest on the MapCore Discord on Thursday, September 17th at 3PM CDT, if anyone wants to take a gander. There's definitely more things to polish, and maybe a few visuals bugs/exploits that still have to be fixed (like filling gaps between props with `toolsblack` brushes, etc). Otherwise, this map is primarily complete. My goals for this was to make something as pretty as I could, while keeping performance good enough and to improve my art skills. I worked hard to create budget UVs, textures, and models for the map to keep overhead to a minimum. Unfortunately, since a lot of the map is not brush based, the use of occluders were necessary. I would say I could have done a better job with planning, but overall I think the main goals for this project have been accomplished fully. Even if it does not do well as a wingman map, I can always turn it back into an Arms Race map. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582 This project has around 20 custom models (not a whole lot, admittedly), a custom made skybox, custom soundscapes, and a few custom materials. Special thanks to 9yz, Slimek, Darnias, Yanzl, and Morozov/Untor for help and assets. Workshop description: The locals of the island grow upset over the glutenous part-time resident, the CEO of Proxy Research, the company responsible for the disaster at the South Heber Research Base. Seal Team 6 is sent in to protect him- as he's an asset to the U.S. Government. For more information on the South Heber Research Base disaster, please see Operation Coverup: https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 <---- this is the link to my last wingman map, which I've posted here before... these maps are interconnected through story I have uploaded the most updated images in a reply to this post, hopefully it should give you a better idea of what the final version. ^^ Updated Image ^^ (Old image below... spoilered) In this picture, my custom skybox and tiki torch models are featured. I've used this shot for the workshop thumbnail and as the first photo in the workshop album. ^^ Updated Image ^^ (Old image below... spoilered) In this second picture, you can tell I've struggled with the water edge at the skybox, which unfortunately I've had trouble masking further. Luckily, during the playtest nobody mentioned it, so hopefully it's alright for now until I find a better solution. The trims on the side of the villa, as well as the tarp over the crates (on the left side of the image), the overhang on the front deck, and the thatch roofing (not pictured well here) are all custom assets made for this project. This photo is not a great showcase of those, but hopefully you'll be able to appreciate them further in-game. ^^ Updated Image ^^ (Old image below... spoilered) Here, the tarp is featured again, but more prominently. I ran cloth sims on a pre-unwrapped subdivided cube. The poly count is a bit high, but I've been told by veteran modelers in the Source Engine Discord that this is fine. I know in the future I will try to streamline my cloth sim assets for Source Engine. Further down below, I made a bed and pillows, which both heavily rely on subdivisions near the edges of the mesh, so that more detail can be put into the folded areas. More on that later. Additionally, here's a closer look at the tiki torches-- maybe not as impressive as some veteran mapper's work, but it was something I could easily accomplish to bring more depth into this envrionment. ^^ Updated Image ^^ (Old image below... spoilered) This is the inside of the villa, adjacent to the bombsite. The bed, pillows, plushies, hanging ceiling lights, warped copper wall art, and wood wall trims were all modeled by me (the floor texture and the thatch roof in the window are also custom). I tried to make great use of hipoly bakes and masked phong/cubemaps for many of these props. For all these props I used a PBR workflow, converting them into specgloss materials using Yanzl's tools with many manual tweaks. The bed features a phong mask to enhance a sheen on the blue trim there. The bed and pillows are fully tintable, both with alpha masks on the diffuse channel. As stated above, I subdivided the edges of the cloth on the bed and pillows to allow for more definition in the cloth sim. On the warped copper wall art, I took advantage of a hipoly bake, using that to deform the surface with normal maps, which the lowpoly is fully flat. Using the baked mesh maps I was able to texture the asset procedurally, giving it a more natural look using PBR materials and masks. The chicken and potato plushie are assets from my last map, Coverup. (Note: This is a deprecated screenshot, as I have not taken a replacement. Not much has changed in this area, so it is mostly representative of the work there now.) This photo is just a showcase of some of the instances I used to detail much of the map. I created premade instances to use for the jungle section, which I could mix and match. I made some with lower detail to use in less visible areas- as this could help improve performance. I also made heavy use of Morozov's Swamp grass, which I adore! I also am using tinted flowers from the Inferno remake. ^^ Updated Image ^^ (Old image below... spoilered) I tried to make use of some of the Shoots assets, which although lower res, are able to add depth to an area that would otherwise be flat. It was a good excuse to keep some Arms Race history in here. The exterior and interior brush textures on the building though are from Danger Zone and Morozov's Swamp. ^^ Updated Image ^^ (Old image below... spoilered) Although not the best angle, this is the bombsite for the map. I recompiled the safe from Danger Zone to remove the pre-existing explosive models on it. Featured again here, are the wood trims, but also a custom door model- which makes great use of a hipoly bake. ^^ Updated Image ^^ (Old image below... spoilered) Here's the TAR image generated from my map. I'm still working on it, so please suggest any changes that should be made, including color choice. Hopefully you've enjoyed this post! I might update it more as time goes on, but cheers for now! - Will "celery" Granda (formerly "TheOnionChef") Paradise logo made by my dear friend, Jonmcbane. Thanks, buddy. One more shoutout to Proxy, the DJ- who let me use his music in my trailer for my last map, Coverup. EDIT 9/16/20: Updated images from the newest compile with better angles. Made some layout changes to help the flow of the article when viewing the updated images.
  2. 8 points
    Corwin

    What's going on with your life?

    I've been working too hard for a few years now, went through some deep burnouts and such, but taking control back a bit. Putting boundaries on work, and investing in a healthier lifestyle -- I realize I don't like living in a city because I don't know what to do when I take a break from work (that is, things that don't involve spending money) and have been picking biking and exercising a bit. The appartement above mine was also not used for the last 3 years but now peeps are moving in and I have to get used to the reality of living in an appartement building (especially since I work late at night to be in sync with the US.) Working too much did help me save money so I've been looking at houses for a few weeks but running into walls: houses that were sold in less than 24 hours or while I was on my way to visit them, and since I'm renovating my mom's house I don't quite feel like another year's worth of renovations for the next purchase. When I was starting to think I should wait this housing market rush out (the rate of people looking for homes vs those selling is crazy right now in this part of France), I ran into a cool house close to the coast that ticks all my requirements. It's like a 8 min walk to the beach and close to hiking trails. Was dubious at first because there's no cell-phone coverage at all and shittiest internet, but after poking around the town officials guaranteed optic fiber internet and 4G coverage by end of year. My offer was just accepted I got pretty lucky on it as the estimation was done before confinement so prices didn't rise, and I might be selling my flat super quickly and at a good price because there's a high demand in the area. Peeps built it themselves because the whole family worked in construction, so it's a 2nd-hand. Its layout is weird and its interior is a bit odd for the area (the owners liked the style of mountain homes, with lots of visible wood inside), and I'll tweak the decoration, but I generally really like it. Now if only I could see my american girlfriend, we've been kept apart since February...
  3. 7 points
    TanookiSuit3

    [TF2] Undying Event

    Can't believe I forgot to post here, but we finally finished our brand new Halloween map for Team Fortress 2! More information can be found below: IMAGES: DOWNLOAD LINKS BELOW: Steam Workshop Link TF2Maps Link Creators.TF Link
  4. 3 points
    JorisCeoen

    Daigo

    Here's a final image I'd like to share, however do bear in mind that all of it is still WIP and incomplete. Before anybody shoots me down, the rose flowers are all prop_details and is just a test to see what the effect would be by adding flowers to the ground level. I already decided I won't do this because it would hinder gameplay and visibility considerably (not even talking about how distracting they would be during play). However, I will be adding flowers closer to and on top of the stones, with some additional grass detail etc... you know the drill. I've also realised that the newest prop_details aren't worth implementing in a competitive defusal map as it's too expensive, overkill and 'complicated' to use (I could generate the flow and scatter maps easy, but it's just easier to use large prop_static's). Instead, I'll be using a plugin that can scatter flower and grass props in a procedural way (a million thanks to Shawn Olson!). This will be the final image I'll share before completion because I've reached a breakpoint in development where things will speed up as I finally can start to simply update all older assets and replace them with the good stuff. Once everything will be in order, I will do some more compiles to make sure all colors are matching and that the atmosphere is enjoyable. All final details such as small props, displacement alpha blending of almost all remaining unimportant wall displacements and visual fodder will be done after some more testing, but eventually I'm hoping to close development of the map somewhere at the end of November 2020 at the end of December 2020 preferably at the end of Februari 2021 at the end of March 2021. Coronavirus has indirectly impacted development of the map due to no internet connection for almost 2 months shortly after posting this update (I moved, and the cable was broken on the street, it took over 2 months to fix). I will be posting some new images sometime within the next two weeks, depending on how quickly I can finish stuff up, but hopefully I'll be able to share something interesting soon
  5. 2 points
    Lizard

    [CSGO] Paradise

    This looks really awesome man! Good job. Gives me dead island vibes
  6. 2 points
    El Moroes

    What's going on with your life?

    Aaaaah la Bretagne Belle maison et excellent choix de vie ! On croise les doigts pour ta copine, chaud PS : yup, french ! ^^
  7. 2 points
    fewseb

    Sawmill (WIP) (wingman)

    One month remains in the competition and there is much work still left to do, for now all I have to show his the latest overview and some screenshots. Im hoping to get 1 more playtest in before this is all over.
  8. 1 point
    Lizard

    County

    Hello everyone ! I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes, County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have. First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post. List of locations with a lot of creenshots (a lot of screenshots actually) Church: Police station: Sawmill: Farm: \ Trailerpark: Haunted house: Creek: More to come!
  9. 1 point
    Minos

    What's going on with your life?

    Damn, awesome find, she's a beauty, congrats
  10. 1 point
    celery

    Sawmill (WIP) (wingman)

    Wow! This is super promising! I can't wait to see how your map performs in the contest, if you're submitting it for that. Good job, mate!
  11. 1 point
    Lizard

    What's going on with your life?

    Jesus... Thats cozy looking house Congratz!
  12. 1 point
    will2k

    What's going on with your life?

    Bretagne... Love the architecture and coziness of the house. Congrats and best of luck
  13. 1 point
    Vilham

    What's going on with your life?

    House looks very cool Clem, congrats on the move.
  14. 1 point
    yup! They have a super nice aesthetic going on, only a handful of different "themes" for assets atm but they look great. It reminded me a lot of some stylized tf2 jump maps so I had to start making one haha
  15. 1 point
    ┌HP┘

    PlayStation 5 Reveal

    I think this is where the future of gaming is going, tbh. If Xbox's plan is any indication of where it's all going, tbh everyone wins. If you already have a beefy PC you dumped $2000+ in, you're not left out anymore.
  16. 1 point
    working on a jump map for Diabotical, editor took some time to get used to but it's rather intuitive, can't wait until it's all fully finished! here's my spawn / first jump
  17. 1 point
    ValenQpr

    De_Recinto

    hello! i'm new making maps for CSGO! i'm working on a new map inspired in a city from assasins creed 4, and i would like to know your opinion, any feedback is welcome and it would be of great help Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2192643195
  18. 1 point
    zombi

    [WIP] Arcadia - danger zone

    Hello everyone! I'm working on Danger Zone map since november 2019, with few months break. I'm hobbyst level designer and I'm looking for help with 3D models. Here you can see how map looks and how much more needs to be done - https://imgur.com/a/E9PzVIG I have tons of stuff that are made of brushes and need to be changed into 3D models with some aditional details (window trim, railings and general simple things). Also I need more complex models like air ballon, campers, tent, street signs and more. Finally I need help with retexturing Valve models and making accurate collisions on some of them. If you are interested, write to me and we will talk about details. https://steamcommunity.com/id/zombi321/ discord zombi#0759
  19. 1 point
    dux

    PlayStation 5 Reveal

  20. 1 point
    ThunderKeil

    Natural History Museum, London

    New file: https://drive.google.com/file/d/1PKLII33cFCqnOnBOmLTD8dFUealSDCbY/view Changelog; rebuilt east hallway added details to hallway entrances & ground floor display chambers redid parts of the north hall second floor added details on third floor & got a bark texture for the sequoia slice fixed clipping & missing walls at ground floor main hall wing entrances fixed west hallway ''triple arch'' texture & rebuilt mesh general texture cleanup general clipping fixes found out renamed map files don't run cubemaps lol (which still affects this release but I'll try to remember it for the next one) increased spawn points from 2 to 24
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