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This is a fire simulation that I made in 3ds max using FumeFX.
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I made a short animation of the sunset in 3ds max. It took around 3 hrs to render 150 frames.
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I used be to a huge fan of the Wile E. Coyote and Road Runner show when I was little so I decided to make a model of the roadrunner just for fun. I had to create a custom shader to give him that cartoony look. Let me know what you think.
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These screens are from a mod I made some time ago but never got the chance to release it due to an internship that I got at Pixar. I thought it might be good idea to post some pics since I don't know if I will ever complete the mod.
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Here's a model of the van from Scooby Doo that I made. Let me know what you think.
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I'm using Mental Ray
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Decided to model my kitchen since I had nothing to do.
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Hey Minotauro, thanks for those pics. They have been helping me a lot fixing the map visually in b2.
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[Play nice.] -KFS Minotauro: Thanks man, I'll see what I can do.
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A Koth Tf2 map based on Disney World. I thought it would be pretty sick If I made this into a koth map for tf2 and I did now. Screenshots Download http://dl.dropbox.com/u/7110880/koth_di ... b1.bsp.bz2 http://www.fpsbanana.com/maps/136734
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Download http://www.fpsbanana.com/maps/download/121908 Change Log from RC5 to rc6 -Removed the "fake doors" -Big fps boost around 2nd and mid point. -Removed the crate at mid and placed a platform -Made 2nd easier to defend by putting a door where the glass window was so that makes it easier to defend it. -Removed the small health pack at 2nd point. -Lowered the cap point on last, height wise so it should be easier to attack it and attacking it. -Removed the big pipe on last and raised the ground so its easier accessing the point. -Fixed the splash dmg at mid. -Added a cover when you get out of the first spawn so it takes some time to get around it and get to the point and people wont hide in the spawn. -Made mid less scout friendly by removing the boxes so it will take more time for a scout to get up the train. -Fixed a few other things as well. -Moved the ammo pack on 2nd so its easier to see. -Moved back the health cabinets in the spawn so its easier to attack last. -Lowered the respawn times. -Widen all the small entrances. -Drastically shorten the valley side so its more useful now. -Resized the size of the last point so its much smaller now for 6v6. -Reworked all the interior areas. -Added a route at last.
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A model that I made following a tut on cgtutsplus
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Well, since ctf_biomass is finished now I have decided to show you guys where I got the inspiration for this map. So I got the inspiration from this concept art that Bungie released for halo reach beta, not that I like halo or anything, I randomly found it online googling for concept arts because thats how I get my inspiration for every map I make. This is the concept art This is my map. This is where I first found the concept art. http://www.shacknews.com/featuredarticle.x?id=1278
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Download http://forums.tf2maps.net/showthread.ph ... ght=basalt Change Log from RC1 to RC2 -Big fps boost. -Added more lights in some areas of the map. -Centered the door in the spawn. -Changed the ammo pack from small to medium under the bridge. -Added more detail to the outside area of the map. -Fixed alignment on some textures. -Removed the ramps around the control point so only demos/sollys can get up there now. -Fixed a few other visual glitches as well.
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Download http://forums.tf2maps.net/showthread.php?t=12609 RC1 Changelog: -Added another spawn due to being too easy to spawn camp before. -Fixed the fade distance to a couple of props. -Fixed some nodraw textures. -Fixed some issues with clipping. -Fixed an issue with the 3d sky. -Improved fps.
