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celery last won the day on June 20

celery had the most liked content!

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    Will Granda

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  1. celery

    Prime [Wingman]

    Yeah it was just a test with color correction. Prob going to be figuring out this stuff as I go along.
  2. celery

    Prime [Wingman]

    I am really proud of how this styleguide was turning out, so here is a little area I detailed with a mix of custom and stock assets.
  3. Hello. After being dis-satisfied with the state of Paradise it was in I wanted to do more about it. The performance was terrible and visuals were highly lacking. It was awesome to work with @Peakeand Sir Thomas who assisted with detailing, optimization, and polishing. Previously I had worked on all aspects of the project, but for this update I heavily focused on replacing all custom content with my own. Happy with how it turned out, so without further adieu, here's some screenshots. I also designed the map badge, which I think turned out well. Thanks to TheWhaleMan for giving a few notes on it. https://steamcommunity.com/sharedfiles/filedetails/?id=2538231993 Alright thanks for reading. Take care!
  4. celery


    As one of the artists, one of my major tasks was creating a majority of the concrete materials used across the level. I made a total of 16 unique non-PBR materials authored in Substance Designer. I'd like to show a few of the finished materials in renders, and will post some model renders in the future.
  5. celery


    Looking really cool. Reminds me of old WWII games in a good way. Mainly DoD:S, which always had pretty maps.
  6. celery


    This map is turning out awesome. Can't wait to see more implementation of the theme in further art passes.
  7. celery

    Prime [Wingman]

    Just wanted to post some updates :)))) -celery
  8. Wow this looks really, really cool! Can't wait to see more!
  9. Could use a bit of work on the layout for sure, but this is certainly a great step in improvement. I won't tell you it's the best level I've ever seen, but good job and keep grinding!
  10. celery

    Prime [Wingman]

    Hi Mapcore. I'd like to introduce Prime, a new wingman level by me and 'RZL. Feedback on the layout is appreciated! Here is the overview and a look at the WIP level. Here is a look at some of the assets in action. Workshop link will be live soon, here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=2445830406 Cheers, celery
  11. celery

    [CS:GO] aim_CERBERON

    Hello Mapcore! I failed to post about this when I released it, but this was an aim map I created from scratch using nearly all custom content that I made for an unfinished project. I designed all of these assets to be used modularly and found re-use for them on this project. They were all created using a PBR workflow for the materials and made to be vertex lit, in combination with creating dynamic shadows from the global light. Most of the work on this came into play from the modular nature, so I could arrange all of these assets in any combination I would like. From a level design point of view, I created height and cover to play around, while also maintaining an elegant flow to the level. For the art I wanted to create a sharp resemblance with 90s shooters, like DOOM and Quake by playing up the rough and rusted metal aesthetic. I used color theory with the lighting to create a contrast with the red environmental lighting and the blue point lights scattered around the level. This was done in part to amplify the sci-fi nature of the scene, which is accented by the rocks and red sky above the arena. Some of the world geometry textures were from Textures.com and the rock prop was sculpted by my friend, in which I textured it. Everything else was made procedurally and crafted by me in Blender, Substance Painter, Photoshop, and the Hammer level editor. https://steamcommunity.com/sharedfiles/filedetails/?id=2371525727 Cheers, Will "celery" Granda
  12. The title is a bit misleading. I have been mapping for a while, but after a two year hiatus I came back to it a little over a year ago when I wanted to make a neat little Wingman level for CSGO. I just want to share a few screenshots of projects that I started (and some finished) in the past year in order. Coverup I cooperated with Sir Thomas and 9yz as level designers, environment artists, and prop artists to finish and release my first level ever, which finally got it's release in August after a few months reacquainting myself with Hammer and learning how to model for the first time. I consider this project a failure, but learned a lot from it. Paradise This was my first success with mapping. I won 10th place in the Source Engine Discord mapping contest and modeled more and detailed more. I eventually took help to optimize it after I released my first version. I worked as the level designer, environment artist, and prop artist for this project. I received help from Sir Thomas and Peake to help optimize the VVIS on the level to increase the performance significantly. This level was also featured on the Mapcore Wingman Hubs on FACEIT over the winter. Following this project I was well on my way to learning how to model. I decided to help a bit on a Sourcemod aimed at recreating a Quake-style deathmatch game in Source. After running into engine limitations on the beefed up version of Source, I decided to repurpose those PBR-authored Quake assets into an aim map for CSGO. Between working Paradise and the Quake-style levels I started working on a wingman level with a number of people, including Sir Thomas, iTwins, ynel, Jayk, and Jonmcbane on an unfinished project that was nicknamed Paradise 2. I worked primarily as a set-dresser, prop artist, and material author, creating materials from photosources I took and PBR materials on Textures.com This was a stepping stone for what I am currently doing on my three unreleased/unannounced projects which I am excited to share when they are ready. (One of them I do share a lot about on my Twitter and will be posting a few of the assets below). My newest project, a Wingman level in Great Britain is well underway. I am primarily working as the prop artist, material author, and set-dresser for this project. I have improved and built on my techniques for generating PBR materials from photos I take and porting them into the CSGO Spec/Gloss shader workflow. That's all I have for now. I expect to be sharing more soon... and I hope nothing takes too long. I also want to say thank you to everyone whose helped me along the way and I'm excited for what's next!! Cheers, celery (formerly TheOnionChef) Here are the links to my ArtStation, Twitter, and workshop pages. https://www.artstation.com/willgranda https://twitter.com/celeryslice https://steamcommunity.com/sharedfiles/filedetails/?id=2014706191 https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582 https://steamcommunity.com/sharedfiles/filedetails/?id=2371525727
  13. celery

    Orion Models

    orion 7 confirmed?
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