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2REK

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  1. Like
    2REK reacted to +Rusty+ in The random model thread!   
    Here's a wee oldie i found in the corners of my hdd "the Spike TV Video Game Award to Valve for
    hl2" ended up getting cut from a old dm valve project.

     
  2. Like
    2REK reacted to Vorontsov in The random model thread!   
    YAHATA - ヤハタ 21式小銃
    If you're interested in seeing more renders they are available at https://www.artstation.com/artwork/xJeXvE



     
  3. Like
    2REK got a reaction from Greeb in The random model thread!   
    Star Wars rifle model I did not so long ago 😜



  4. Like
    2REK got a reaction from +Rusty+ in The random model thread!   
    Star Wars rifle model I did not so long ago 😜



  5. Like
  6. Like
    2REK got a reaction from Freaky_Banana in Amber   
    Hello Mapcore
    I'm currently working on a defuse map based on old town of Gdańsk.
    Here are few screenshots


    Current layout:

    Here is Imgur gallery LINK with more screenshots.
    And here you can find Steam Workshop LINK.
  7. Like
    2REK got a reaction from esspho in Amber   
    Hello Mapcore
    I'm currently working on a defuse map based on old town of Gdańsk.
    Here are few screenshots


    Current layout:

    Here is Imgur gallery LINK with more screenshots.
    And here you can find Steam Workshop LINK.
  8. Like
    2REK reacted to JimFKennedy in Battery   
    Little update again...

    Replaced thick as fuck walls with sheet metal, still need to brighten up this area though.

    Moved the car, because stairs are for people? (And they're clipped now :D)

    After careful consideration... wall, with arrow.
  9. Like
    2REK reacted to The_Virus in The random model thread!   
  10. Like
    2REK reacted to celery in WIP in WIP, post your level screenshots!   
    CS Wingman map I'm working on. Not amazing, but it plays alright and looks 7/10
    https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191





  11. Like
    2REK reacted to hoistenize in totally random texture thread   
    watching Yanzl do the things he does with substance designer on his stream was enough to persuade me to buy this software
    so far I've used it to make a few textures for de_sydney, and some other textures just for learning

    that's just one image, open the spoiler for a few more
     
  12. Awesome
    2REK reacted to JorisCeoen in Daigo   
    WORKSHOP LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696
    I present to you: de_daigo (beta-release) by @JorisCeoen (level design, artwork) and @shawnolson (technical assistance and Wall Worm Model Tools)








     
    Daigo is a competitive 5v5 defusal map, set in Japan featuring a large castle. It is geared towards all kinds of playstyles (short and longrange) and features some verticality on A-Site.
    The map is in dire need of multiple new passes, such as overall optimization, clipping, lighting and material-model management, and improved artwork. I'm aware that there will be numerous nodraw gaps throughout the map (and dev-textures), and that there's currently no 3D skybox to give more depth to the map.
    The development and design of the layout and artwork is entirely made by me. All technical assistance with the creation of custom content and level design tools was managed and coached by Shawn Olson, creator of the Wall Worm Model Tools. This mean that the entire map was designed from scratch in 3DS Max. Hammer was never, ever used to create anything related to the art- or brushwork. It's all still a heavy-WIP, but the map will be improved over time, with more custom content (that will be better managed versus the mb's in filesize).
    Hope you enjoy the project for how it currently stands. Without Shawn, this project would never have come to its current status, which is least to say fully functional and playable. We will update this post in the future as more progress is being made 😄
  13. Awesome
    2REK reacted to JorisCeoen in Daigo   
    Once more have I made some progress on this map. It's now been a while in beta-state, but will stay so even after the last updates. Daigo is not entirely what I've wanted it to be, and misses a lot of polish and atmosphere that I wish I was able to include in its current state. Since I feel that is not possible I've decided to redesign a large portion of the map. This includes all of the roofing, ground textures, trees and much of the woodwork. The fish, newest basewall rocks and cornerstones are there to stay, but everything else will undergo a completely new design. I will also incorporate more color to the map to make it more alive and thematic. Needless to say, this will take a lot of time, and Daigo might not get an update within the next month or two.
    The redesign should also be beneficial for the performance on the map, which I was made aware is currently terrible. I've learned so much over the past month that a lot of the stuff I had made months before, now don't make sense to me anymore. So I'd rather take this drastic decision now, and complete Daigo in a way that works for everyone, including me 😉.
    To not end it all so dramatically, I'd love to share some screenshots of how the map looks now, if you hadn't ever seen it yet. Below are some last screenshots of Daigo as it stands now. Download link: https://steamcommunity.com/sharedfiles/filedetails/?id=1881843696
     








    I'd like to make a special mention regarding the programs I've been using to design all of the layout and artwork, which are the Wall Worm tools for 3DS Max!

  14. Like
    2REK got a reaction from Furiosa in totally random texture thread   
    I was learning to make some advanced shapes in Substance Designer, so i made some hieroglyphic texture. 


  15. Like
    2REK reacted to catfood in [CSGO] de_ruby   
    Hello!
    Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop!

    The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having:
    ~100 custom models
    ~60 custom materials
    ~100 custom sounds
    All based on the Portuguese city.

    The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. 
    There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake!

    Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. 
    And please let me know what you guys think of the end result!

    WORKSHOP LINK  
     

  16. Like
  17. Like
    2REK reacted to GrillusRetardus in WIP in WIP, post your level screenshots!   
    An update for my Old western RP map.
    Haven't worked on it for a while because I ran into hard limit issues, Issues I'll have to face at some point. :c

  18. Awesome
    2REK reacted to Vorontsov in The random model thread!   
    Hey guys, a week later and I just finished my latest piece, very happy with this one. Check it out!
    Some details: built and rendered in Modo, completed in a week, texturing is a mix of Substance Painter and native Modo work. Geometry is light weight, boolean'd a lot, making heavy use of the rounded edge shader. 
    Artstation link w/ more images.

     
     
  19. Like
    2REK reacted to Vorontsov in The random model thread!   
    I just finished my latest concept-project!


     
     
  20. Like
    2REK reacted to GrillusRetardus in WIP in WIP, post your level screenshots!   
    I've been working on an old western Gmod RP map for over a month now.
    I've only just started detailing, still very much WIP though.
  21. Like
    2REK reacted to mr.P in [TF2] DEWM   
    thanks all,
    I'm curious ab the "sudden" source 2 interest considering i made this map that I posted here a few years back, which pretty much follows the same workflow as this, guess interest has grown over the past ~3 years since the source 2 alpha tools were released,
    regarding this self explored workflow, I prepared a long post, but forgot to post it, and now its gone ...the gist was:
    1. make a map in source sdk
    2. import it into source 2 hammer (it reads vmf and uses the same units)
    3. build your props to fit the map (just like source hammer; s2 hammer can't export mdl so a 3rd party application is needed)
    4. export your props as fbx and import into a application that can export smd/mdl, like blender (free), xsi (free), maya, 3ds or modo
    4a. fbx saves uv coords, but its not possible to uv unwrap/island for baking in s2 hammer, that's done in a 3rd party application
    5. export to smd/mdl (if you have a qc compiler) and bring back to source sdk
    valve.developer is the place to go for documentation, dota2 tools and destinations tools ...mixed with your own curiosity and creativity!
    (but I'm pretty sure there will be tutorials on youtube etc once there is enough incentive to make em)
    I'll quote myself from two years ago and say the source 2 hammer is still "awesome"! and if you haven't tried em I think you should!!
    note: there is nothing special with this workflow, I've used maya/max for the past 15 years, but found this more enjoyable, hope it helps,

    if you have specific questions I'll try and answer them, thanks
  22. Like
    2REK reacted to Yanzl in [CS:GO] DE_Breach - Released!   
    Hey guys, the map pretty much almost done, so here's one last update before release.
    Also to those that have played on the map, don't forget to submit your signatures (send a picture of your signature written with a thicker pen or with a tablet)








  23. Awesome
    2REK reacted to Thewhaleman in The random model thread!   
    Some props I made for de_abbey



     
  24. Like
    2REK got a reaction from zombi in totally random texture thread   
    I was learning to make some advanced shapes in Substance Designer, so i made some hieroglyphic texture. 


  25. Like
    2REK reacted to GrillusRetardus in ITT: Post maps/scenes that never saw the light of the day.   
    An RP map for Garry's mod. It was gonna be a GTA V, Los Santos kinda deal. I never finished it due to lack of skills, Source limitations and inevitable optimization issues.







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