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NikiOo

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About NikiOo

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    Regular

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    http://steamcommunity.com/id/bromangen8/

Profile Information

  • Real Name
    Nick Stefano
  • Location
    Bulgaria

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  1. [WIP] De_Glace

    Yeah floor pattern is pretty big and the elevator door is just a brush so I do not know how accurate it's size is. I'll definitely look into this. It's kind of on a hold right now, but I will get back to it when I'm ready for the challenge.
  2. [WIP] De_Glace

    This is basically a shelf project for me at the moment, I just decided to pick it up and rethink the color scheme of CT spawn with some fresh ideas after not working on this map for a while. I really want to finish this map, but like you said, it's beyond my current abilities. That's why I got all these low quality placeholder textures to try and set the theme. I've already realised what a challenge this map setting is. I'm trying to set the overall theme of the map with basic textures and geometry, without adding too much detail and, who knows, maybe when do it I might get motivated again to make some real props and textures if I like the way it looks. By the way I'm working on 4 other maps at the moment, switching between when I get bored. Thanks for the feedback, anyways. I will finish this map eventually. It's my most unique layout so far and I really want to get this project wrapped up.
  3. [WIP] De_Glace

    Now this is more like it:
  4. [CS:GO] Central (Workshop link posted)

    Something that rhymes with curve
  5. [CS:GO] Central (Workshop link posted)

    Pretty good architecture, although I'm not a fan of that fence splitting the room in 2.
  6. [CS:GO] De_CarFactory

    Sure, I'll check it out. I watched a lot of stuff about the Tesla megafactory and got a lot of reference photos from there. Here's another screenshot: Still working on the fa├žade. There is just enough detail to be able to tell what everything is supposed to be. It actually feels much better now that I moved the trucks around and also the path to the overwatch/balcony room is a ladder, which means that I can easily remove one of the corners to the sides of the window and nerf it if needed. This choke point is pretty much done for now.
  7. [CS:GO] De_CarFactory

    Jeez didn't know about that :P. My last map's theme was also being made by 3 people at once.
  8. Looking for a game development team.

    1. What are your skills? 2. What area of game development do you wish to specialize in?
  9. [CS:GO] De_CarFactory

    Decided to resurrect the bombsite B layout of De_Glacev7 for a new map, set in a modern car factory: It's still in Greybox and I've already planned the layout so I'm working on blocking it out. Theme: Modern car factory with sections inside and outside the factory. I'm going to come up with a brand and create unique car models and split them into parts that will be put together by the machines. It's pretty ambitious but I've collected a lot of reference material and I have a clear vision for what I want the map to look like. The current layout is a mixture of Overpass and Canals.
  10. The random model thread!

    My first full Zbrush character [W.I.P.]: It's a stylized Astronaut guy. Still haven't decided what I'm gonna use it for. Damn I love ZBrush.
  11. [WIP] De_Glace

    Traditional Blorange: I feel like the lighting makes it all look like shit.
  12. [WIP] De_Glace

    There's definitely not enough depth/detail in that screenshot so I'd say 'better model out everything rather than nothing' so we'll see if it's too much when everything is done. Thanks for the advice though. I will model the floor tiles as well.
  13. [WIP] De_Glace

    Here's another screenshot of CT spawn, while I'm working on improving the textures and some props: Here's the grill model that's gonna replace the placeholder textures and a vent prop:
  14. [WIP] De_Glace

    I see it's inverted, doesn't look like it in photoshop though. This is what the initial texture looked like: Pretty boring, I used a free metal tex from textures.com and also the edge is pretty bad, I used this one cause I didn't know how to increase the thickness of the edge wear effect in Substance painter. I'm learning Substance Designer now and I'll make my own textures. I'm going to use more colder colors, fitting with the theme. I'm redoing CT spawn right now along with some new textures I've been working on: I made a bunch of different grills and trims with different shades and I'll work out some more fitting combination. The floor tile also needs some work. Now that I think about it I might model out the grills instead.
  15. [WIP] de_splash

    Doesn't matter you did not finish it for the contest. It's very unique and interesting layout and I hope you finish it. I think you should tone down the orange light a little bit though.
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