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Anduriel

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About Anduriel

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    http://www.incounterstrike.de
  1. Blender: Square UV map for models?

    I have to get back to this thread because I'm running into more problems. What I want is an UV like this: The UV islands represent their relative scale which results in evenly spread detail across the model. What I get when I unwrap is something like this: In this case I added a seam to the bottom of the model, this just serves the demonstration of the issue. The closer a face is to the seam, the larger it's UV island becomes. For the upper part of the rock Blender just generated really tiny faces. This obviously results in a totally blurry texture. When I add a seam across the middle then I get roughly right scaled UV islands. But this divides the UV in two parts and results in an ugly visible seam across the model. I would have to paint over it. But maybe there is a better solution and someone can tell me what the cause of this behavior is. Btw I already went in object mode and hit Ctrl+A to "Apply Rotation & Scale", so this can't be the issue.
  2. [WIP] de_splash

    We are happy about the additional month. Maybe we can get the map in an acceptable state. Progress was too slow lately, but now I'm back on it and highly motivated Still there's much to do. Anyway here's a recent WIP screenshot of the area I worked on recently. I'm also working on multiple models an hope I can show some of them soon.
  3. Blender: Square UV map for models?

    Thanks for the reminder Also I never noticed the seams on Valve models. All those errors in the details players fail to see... I will try it with a normal unwrap. By the way: Why is the UV unwrap on your picture larger than the texture. Any reason for that? Originally I thought I could just use a "normal" texture which is used on brushes and get it applied randomly on the model so I don't have to worry about the seams.
  4. Blender: Square UV map for models?

    So I watched that tutorial and it looks amazing what this guy does, but it's hard to follow at some points. I don't know if I can reproduce that with my low skills Anyway thanks for the help Radix, I think I understand it now. What I need to do is cutting the UV in two halves and then just use blenders built-in texture paint to edit my diffuse map until I got rid of all visible seams. I will try that.
  5. Hi there, while I know what UV mapping is and how to unwrap objects in Blender, I still have a beginner question. How do I create a square UV map for a seamless texture? I want to to texture the two rocks in the attached picture with a seamless texture because I think this would be the best solution, right? Each rock has 320 faces, but I don't know how I can tell Blender to just use a square UV map and not a complicated unwrapped pattern.
  6. [WIP] de_splash

    To break the silence here's a WIP model screenshot. Nothing special but I'm working on more. Also I made some changes to several areas to set them up for the visuals. Layout still remains the same. I hope we can put out a bigger update soon
  7. Mapping Contest by Epic Games and Mapcore - Yay! It's for Showdown - Oh no Anyway it may be a good motivation for me to work on my DM map.
  8. [CS:GO] de_waterfall [wip]

    Awesome work, really looking forward to this map. As mentioned before, good work with the rocks and of course all the other self-made stuff Are waterfalls completely gone or will they return? Would love to know how you made them. Anyway I just added you on steam.
  9. Blender

    I'll just use this thread because it's not that old and it already partly covers what I'm looking for. Finally I've learned the basic of blender and I think I'm ready to make some models. Well, just meshes for now, I'll get to texturing and stuff like that later. But maybe I can already do some stuff which I can use in my map later. So basically what I'm looking for is ways to make trees, grass and ivy in Blender. I've already seen that there are things like "ivy generators" - but are the results good to be used in the source engine? Recently I discovered a nice tutorial which I decided to go through. It's from 2010 and based on an older version of Blender. But the guy shows how to make a greek column with ivy on it, so I just had to watch it. I was like 75% through but then the guy suddenly comes up with a script to attach the leaves to the branches of the ivy. He switches to some kind of scripts window, which I just can't find and executes a "tree from curves" script. Maybe somebody can help me out and tell me what I have to do. And as I said before, I'm happy about any other advice on making trees, grass and ivy. Just keep in mind that I'm still a beginner Links to good (and up to date) tutorials are also fine!
  10. Reddit + Mapcore CS:GO Mapping Contest!

    ​It's basically just the bombspots which I recreated. I'll post a playable version of the layout soon, maybe you want to take a look at it then. What about reusing assets, is this allowed? Of course I won't overdo it, but some of them would fit pretty good.
  11. Reddit + Mapcore CS:GO Mapping Contest!

    Is it okay if the map is inspired and slightly based on an existing map? Means modified versions of the bombspots, but overall complete new layout. Also everything made from scratch, no copy&paste. Maybe reuse of some textures, of course only with permission. It'll be a complete new map, just some small parts may be recognizable (but that's in fact intended).
  12. Reddit + Mapcore CS:GO Mapping Contest!

    Damn, no remakes So I have to come up with a new idea and start from scratch. Got a bit lack of time, but I'll see what I can do. Great contest anyway.
  13. Mapcore June 1 Announcement

    ​great job too bad I have to work all day, but will be excited to see the announcement in the evening
  14. MapCore CS:GO Playtesting 4.0

    Sadly I have to cancel my playtest on 24.02. Would take a spot on 05.03. instead.
  15. MapCore CS:GO Playtesting 4.0

    If swst.turn doesn't mind I would also like to have that slot on 24.02. for my map de_losttemple. Did a long break, so the map is still not that far, but I could really use some input and feedback from the community
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