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Thewhaleman

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Thewhaleman last won the day on December 7

Thewhaleman had the most liked content!

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About Thewhaleman

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    https://twitter.com/the_whale_man

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  • Employer
    Freelance
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    Canada

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  1. totally random texture thread

    Designed for the source engine in substance designer.
  2. Abbey

    I mostly did textures and assets for the project, but early on in the mapping process to figure out some areas I drew some quick concept art. Here is a couple of those drawings.
  3. The random model thread!

    Some props I made for de_abbey
  4. ITT: Post maps/scenes that never saw the light of the day.

    Concepts done for a deathmatch pier map that has collected a bunch of dust, would be aimed to work with csgo's weird game modes like am_maps. Maybe one day. Based off the famous Santa Monica pier. The layout was very v1, had a lot of problems, and was never fleshed out or finished. Exterior of game building. It works! some props More props. layout roughs with some quick drawings to get ideas out of my head. Sushi shop was also going to have a sticker and gun skin release with map. This is mock up. One of the game roughs
  5. WIP in WIP, post your level screenshots!

    Is the drapery a separate model from the window?
  6. The random model thread!

    Keeping busy...(Might tweak the rocket ship, add some wear to that red paint..)
  7. The random model thread!

    IT WORKS! Sorta....I might make the scoreboard work, but it seems like a nightmare that can easily sink a lot of time into and get me no where...
  8. totally random texture thread

    Messing about with some workflows, made a wood texture.. In source In substance
  9. The random model thread!

    Random stuff I am working on, need to redo the rock texture....but man, I'm diggin messing around with hand painted stuff. EDIT: I ported it into source for shits and giggles...
  10. ITT: Post maps/scenes that never saw the light of the day.

    I still have nightmares about the wood floors.
  11. De_rooftop

    I've gotten that question a few times. The original inspiration came from binge watching Netflix's Daredevil season 2. So since day 1 I've been basing things off of Hell's Kitchen in New York. That was the biggest reference for a long time in the development cycle. Wasn't till right before Christmas I finally got around to playing Division with some friends. I will say my friends were highly annoyed when I constantly wanted to explore every rooftop. I'd be lying if I said Division wasn't at least a small reference at this point, but I've been trying to not be a Division clone. I hope the vibe I am going for, and the things I want to accomplish with de_rooftop, help it be it's own thing.. Really though since we are drawing from the same inspiration this can become very hard at times. So...
  12. De_rooftop

    v7 Public Update Removed T side window replaced with better cover in mid, and a more streamline path, see below. See! CT side mid cover changed along with mid2A Mid 2 B has new path to a crouch hole into B site window. Ts get safe passage into upper A. Added fence for protections against fast pushes, flower pot turns fence into cover to deter aggression from CT. B site window moved, cover added. A site main route modified, cubby added in place of old upper A door. A site now has better places for CTs to fight on site. http://steamcommunity.com/sharedfiles/filedetails/?id=691608815
  13. WIP in WIP, post your level screenshots!

    From brushes to models! This 3d stuff is neato.
  14. WIP in WIP, post your level screenshots!

    Messing around with the idea of a cs_office, might be cool?
  15. WIP in WIP, post your level screenshots!

    am_chicken complete, I get it, it's a wip thread but creating an entire thread about this? http://steamcommunity.com/sharedfiles/filedetails/?id=860768797 Minus a few shadow bugs I'll have to recompile for, it's done
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