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Thewhaleman

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Everything posted by Thewhaleman

  1. There might be more in the future, plan on sketching up some stuff for future updates on the map. I think there are a lot of visual improvements to be made. The general idea of the sketches are to understand how theme can effect the layout. Which is very important when you're in a collaborative effort with another person. I'm not very good with explaining my ideas with words, but I find drawing allows me to better understand the possibilities of the theme, and then start conversation about them to the people I am working with. Most of what I drew was not used, but influenced the future decision we made. We pretty much used them the same way you'd use reference photos. I should probably say I don't think sketches are always needed, but more ambitious the idea the more you should be trying to visualise ideas before hand. I just come from a more traditional art background so drawing feels like a decent way to express ideas. The workflow for assets was pretty straight forward. Models generally went 3dsmax > substance painter. The sculpts were a bit more complicated since most of them need to work with existing brush work. In those cases it went hammer rough blockouts > import to 3dsmax > new blockout > import to zbrush > import to 3dsmax for retopology/unwrap > painter for bakes and texture. Normal textures were substance designer for the most part, I also ended up leaning on heavily modded textures.com photo scans.
  2. Early concepts for Chlorine for those who are interested.
  3. After bubkez had to change it a bunch because CPL strike...right? He might be mistaking redistribution rights with ownership? I think he is out of his depth clawing on any logic to justify a point he doesn't even understand at this point. Mods should just lock this thread. No good is being done.
  4. Love the fact you used those three MAGICAL words. Creative Commons License. Creative common licenses are set by the creator, there is no default.
  5. Just going to throw this one out there, Valve, a billion dollar company, has been rumoured to cut a map from the first operation because they weren't sure of copyright issues with the map. Crazy right? Almost like they didn't want to take the chance, like the map, even though remade, was so much of a liability, it wasn't worth the chance. Kinda makes you think that you automatically own your ideas even though you post them online. Like almost as the creator you have the power to decide how your work can be distributed, used, and or remixed by others. Also like, you're responsible to defend your own copyright. Makes you go HMMMMMMMMMMMMMMMMMMMMMMMMMMMM... -Freelance artist that lively hood depends on laws that protect creators.
  6. How do I make a ladder?

    Also nice banner.

    1. TopHATTwaffle

      TopHATTwaffle

      First you want to uninstall Blender.

    2. Thewhaleman

      Thewhaleman

      Never mind, found a 3kliks video.

  7. Thewhaleman

    Mapcore FACEIT Hubs

    I don't know how this all shakes down of course.. but I'd like it if the hub was re-opened every once and awhile with a couple new community maps for short periods of time. Right now your map really doesn't have a chance to be played outside operations by a serious amount of people. It's been a problem for awhile. A map gets made, and then just lives on the workshop and if it doesn't get picked up by an operation, it dies on the workshop. The best feedback you get is from people theory crafting your map offline or playtests that you set up. Seeing these maps get played, not just mine, has been amazing, feels like a prize just to have your map played. Either way I've enjoyed the last few days. Good job on faceit and mapcore for making this happen.
  8. Designed for the source engine in substance designer.
  9. Thewhaleman

    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.
  10. Some props I made for de_abbey
  11. 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
  12. Is the drapery a separate model from the window?
  13. Keeping busy...(Might tweak the rocket ship, add some wear to that red paint..)
  14. 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...
  15. Messing about with some workflows, made a wood texture.. In source In substance
  16. 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...
  17. I still have nightmares about the wood floors.
  18. Thewhaleman

    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...
  19. Thewhaleman

    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
  20. From brushes to models! This 3d stuff is neato.
  21. Messing around with the idea of a cs_office, might be cool?
  22. 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
  23. Thank man, chicken fish was super fun to make to be honest. Also rooftop's Layout is, probably, done. I'm strictly on detailing, so lots of work. Taking a break to work on the chicken map, cause it's nice to take on small projects you can start and finish in less than a month.
  24. Been taking a break from normal stuff to work on something a little more serious. It's an am_map I am hoping to release sometime nest week. Still have a few more props to make, and some small tweaks and house keeping, but the main area is basically done.
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