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Shibou

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  1. Like
    Shibou got a reaction from 2d-chris in totally random texture thread   
    After some experimenting with substance designer and the help of some nice tutorials i've been able to generate a first simple texture of worn and old tiles (simply sticked to a tutorial so nothing could go wrong ^^ )
    Creating custom textures for de_oakwood just became so much easier and faster, i realy love this tool!

  2. Like
    Shibou got a reaction from Vaya in totally random texture thread   
    After some experimenting with substance designer and the help of some nice tutorials i've been able to generate a first simple texture of worn and old tiles (simply sticked to a tutorial so nothing could go wrong ^^ )
    Creating custom textures for de_oakwood just became so much easier and faster, i realy love this tool!

  3. Like
    Shibou reacted to rosk in [CS:GO] (W.I.P) de_arpegio   
    As I promised to keep this updated, here's an update, sort of. It's a compile without VIS so don't question me on why it looks weird:
    Also this map needs a new name. Post your suggestions, of a new name?



     
  4. Like
    Shibou reacted to rosk in [CS:GO] (W.I.P) de_arpegio   
    Oh snap its back!
    I'm now working on this! Well, finishing it. This map is still @Terri's but he doesn't have the time to finish it, so its mine! Here are just a few screenshots from an early art version or detail preview that I've done:


    #
    (This is still very early versions, whatever, anyway I just wanted to revive the project after it being dead for a year)
     
     Also this was a very early version and I did some sort of weird compile. It was on fast settings, I will be updating this thread, sometimes, maybe. eh whenever.
     
  5. Like
    Shibou got a reaction from esspho in [CS:GO]de_anchor (wip)   
    The map and the greybox you've posted look quite promising, especialy the paths to B are quite interessting.
  6. Like
    Shibou reacted to esspho in [CS:GO]de_anchor (wip)   
    A belated happy new year everyone!
    During the holidays I've been putting together some ideas I had laying around for some time:
    Terrorists are trying to bring down a radio tower by destroying the wires holding it. They allready took one out (t-start) and just need to cut one more.
    The tower is standing on the remains of a historic fort in a mediterranian environment. Transmit is just a working title.
     
    I'm looking for feedback on the layout and scenario before playtesting.
    Workshop


     

  7. Like
    Shibou reacted to Thewhaleman in The random model thread!   
  8. Like
    Shibou reacted to Jenn0_Bing in totally random texture thread   
    Thanks guys <3
    And yeah, I kinda agree Pampers but like Steppenwolf said, if I didn't post it someone would ask for it. It's as much insurance to the claim it was made in SD as it is breakdown of the graph. That said if anyone wanted any specific shots I'd be happy to share.
    I wish Allegorithmic would add some function to quickly output a high-resolution shot of your graph.
    Thanks It's 4 textures I exported from the one graph with vertex blending done in UE4 using tessellation. These are the individual ones I used:

     
  9. Like
    Shibou reacted to tomm in totally random texture thread   
    started playing around with substance as well, this is my 2nd attempt at some generic ground tiles, first one was garbage.

  10. Like
    Shibou reacted to Dosentti in totally random texture thread   
    Sorry, I didn't notice your question until now.

    Umm.. dunno if you are familiar with source engine's textures. I don't know if the texture system is old or is it different than other game engine's texture system too.

    Anyways.. for example.. there's no height map, there's no roughness map. All reflections are a bit hard to create(at least for me) when you have to guess correct values for the parameters. Everything is named differentely and everything looks a bit second hand. 
    I generated today two textures with Substance designer 5 and I gotta admit it's pretty damn good tool. It's good for csgo also. At least for creating good diffuse texture. For normal maps it wasn't as easy as I wished, but it was doable.
     
  11. Like
    Shibou reacted to grapen in totally random texture thread   
    Sure you can. I'm about to wrap up the material below (normal map needs to be toned down obviously, haven't tweaked it yet).
    Personal opinion: don't go crazy on the noise when designing textures for CSGO and you'll do great.
    In-game screenshot from just above player height. The only editing I did on the diffuse in Photoshop was to grab the normal, desaturate it and set it to Soft Light, just to give it a nudge of depth for low shader users and/or in shadows. As an amateur I'm very happy with the results.

  12. Like
    Shibou got a reaction from SirK in de_oakwood   
    for those who are interested in the callouts:
     
     

  13. Like
    Shibou reacted to Freaky_Banana in de_oakwood   
    We have now submitted for a playtest later this day! (Sorry for the short notice, dear admins)
    In case we get it, we really hope to see all of you there  !
    But if we don't, we don't want to let you hanging, so here are some pictures of what's new! 



    Also feel free to check it out ahead of time if you like!
    https://steamcommunity.com/sharedfiles/filedetails/?id=646851811
    Cheers  !  
  14. Like
    Shibou reacted to Freaky_Banana in de_oakwood   
    you'd think we learned from our mistakes wouldn't you ? Well we didn't, but we will keep going until we get it right !
    So once again, we (and this time in full confidence) happily announce that if we get the small rest of work done until then, de_oakwood will finally find its way into the MapCore Playtest again on sunday! 
    Here is a small sneakpeak  :

  15. Like
    Shibou reacted to MadsenFK in [CS:GO] Riverside (WIP)   
    quick little update, nothing special. just wanted to let you know I'm still working on the map, but progress has been a bit slow.
    (because of BF1 and WoW Legion, u know what i'm sayin' ey?)



  16. Like
    Shibou reacted to baem123 in [CSGO] de_ruby   
    the great master of cs mapping gives me a early chance to tell him my thoughts on his next map? dont want to miss that one
    First to the Bombsites:
    I have to say that my biggest concern about your last map was the similarity of A and B. In this map both bombsites offer a very similiar playstyle, too.
    Boths spots have around 3.5 entries and you will often try to hide in one of those arms till the CT touches the bomb. Both spots have only one small wall near the bomb
    for another option (especially B, A has one extra option between the wall with the crack and the crates). The A site is okay, and is clearly the better one. Stick to it but change B nearly completely to change the playstyle around the spot. Its not fun to get a shot in the back while defusing at B 90% of the time.
    btw the crate at the B site is not high enough. you dont feel safe while planting in the corner.
    screenshot of B:


    screenshot of A:


    Mid:
    Mid feels CT sided (it doesnt mean it really is too much ct sided, i tested this map alone). Ofc the wall where my crosshair is pointing at is too dark (even for a playtest).

    While i go along the only possible T path, except the boost/jump spot, i feel even more uncomfortable and feel a real disadvantage because i have to worry about
    both sides of the big crate and a complete different angle, the wall to the left where CTs can surprise me from the back. -------------

    10 mins later: I changed my view about mid ^^. Yes you can feel uncomfortable as a T but it can be similar for a CT and mid offers a nice tension.

    Otherwise i really like your play with these different heights in most places around the map. Maybe the direct way from T spawn to B needs some more cover.
    It feels very open. But a more natural fitting thing might be better in the end then my drawing. depends on the theme.

     
    hope i offered you new thoughts.
  17. Like
    Shibou reacted to Radu in WIP in WIP, post your level screenshots!   
    Slowly working that mediterranean vibe

  18. Like
    Shibou got a reaction from Bastion in WIP in WIP, post your level screenshots!   
    Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment
  19. Like
    Shibou got a reaction from Terri in WIP in WIP, post your level screenshots!   
    Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment
  20. Like
    Shibou got a reaction from Joy in WIP in WIP, post your level screenshots!   
    Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment
  21. Like
    Shibou got a reaction from Vorontsov in WIP in WIP, post your level screenshots!   
    Ernesto's All Natural EXPLOSIVES - those Terrosists realy seem to take care for our envireoment
  22. Like
    Shibou reacted to JSadones in The random model thread!   
    Some of you might know this model  Finally decided to create it and export it Source.

     
  23. Like
    Shibou reacted to Corvus in WIP in WIP, post your level screenshots!   
    Another one. Not really finished but i just trying out thing before tf2m 7.2 hrs contest. 
  24. Like
    Shibou reacted to tomm in de_havana   
    spam(update) time 
     
    we're seriously struggling with art direction in some parts of the map and we feel like we just can't get it right. I personally think we've made a huge visual mess.
    bear in mind that it's still wip, there's no 3d skybox and we haven't really done any proper detailing in many parts, we're just trying to get things to look nice and readable first.
    feedback is highly appreciated.
     






     
    and some more polished stuff



  25. Like
    Shibou got a reaction from RA7 in de_oakwood   
    Thanks for the compliment.
    There will be alot more dirt when we come to more detailing, it is already on the todo list.
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