MMKerrigan Posted September 11, 2016 Report Posted September 11, 2016 I think this is good place to start... Hello Eeryone! I'm new member in here and new in this industry, so wish me luck;) I want to share with you some of my work. Enjoy! Beck, Corvus, AndyW and 26 others 29 Quote
MMKerrigan Posted September 13, 2016 Report Posted September 13, 2016 Thanks for likes. I have some new stuff. Enjoy. K, rosk, kos8bit and 22 others 25 Quote
Squeebo Posted September 13, 2016 Report Posted September 13, 2016 I'm working on a map set in Prague, I think it's a great setting for a CS:GO map. I should really playtest it and get the layout sorted before I start detailing the whole thing though. Was a lot of fun making this facade however. AndyW, Utopia, Beck and 25 others 28 Quote
Thewhaleman Posted September 13, 2016 Report Posted September 13, 2016 Been stuck on layout issues, decided to work on some visuals for a bit.. SirK, Teddy Graham, Fnugz and 5 others 8 Quote
CWardee Posted September 14, 2016 Report Posted September 14, 2016 (edited) Been trying to improve my modelling+texturing Edited September 14, 2016 by CWardee Squad, Bot, Bevster and 14 others 17 Quote
DonCarbon Posted September 15, 2016 Report Posted September 15, 2016 Slowly but surely, my Jurassic Park themed map for Unreal Tournament is coming together. I still have a long way to go, but it's coming together. Anyone know how to lock cameras in Unreal? I always pilot them accidentally. K, Utopia, Teddy Graham and 6 others 9 Quote
Aaron Gilbert Posted September 16, 2016 Report Posted September 16, 2016 Here's some shots of the more completed sections of Europa: Vostok Station, my single-player campaign map for Mass Effect: Unification, my total-conversion mod for Star Wars Battlefront II. Vostok Station's entrance and hangar where the player is introduced to combat and the Interact mechanic. The Cargo Bay where crates and other assorted containers would be transported from the hangar for storage. An action shot of a Frag Grenade being thrown into a group of enemies in the Cargo Bay. The station's Reception area. Visitors to the station would begin tours of the station in this room. A screen advertising the Kassa Locust in the Reception. The station's Management Center, which essentially acts as its main office from which the entire station is managed. The station's Power & Thermal Control Center. This room contains various machinery that power and heat the station by hydrogen, given the environment and presence of liquid water. The upper level of the station's Comms Control Center, which handles all of the station's outgoing, incoming, and inter-station communications. And finally, here's a trailer for the level! All feedback is welcomed and greatly appreciated! Bastion, Quotingmc and Squad 3 Quote
blackdog Posted September 16, 2016 Report Posted September 16, 2016 Dig the RTS style props @MMKerrigan Quote
Heresiarch Posted September 19, 2016 Report Posted September 19, 2016 Hello. I've been iterating on my UT level design entry. Cleaning up some meshing and lighting, and finishing off some parts that didn't quite make the deadline. Lyrtzz, Fnugz, hgn and 15 others 18 Quote
jUST_RUSH Posted September 20, 2016 Report Posted September 20, 2016 Bombsite A comin along decently. Still gotta fix the pond to make it an actual pond instead of a big puddle lol. rosk, Utopia, RivFader and 4 others 7 Quote
will2k Posted September 21, 2016 Report Posted September 21, 2016 More modular assets and instances (still WIP) jUST_RUSH, blackdog, Vilham and 11 others 14 Quote
blackdog Posted September 21, 2016 Report Posted September 21, 2016 49 minutes ago, will2k said: More modular assets and instances (still WIP) Stop churning awesome will2k 1 Quote
will2k Posted September 21, 2016 Report Posted September 21, 2016 2 hours ago, blackdog said: Stop churning awesome Quote
Vorontsov Posted September 21, 2016 Report Posted September 21, 2016 @will2k How much is models, how much is brushwork? Gib wireframe! ShockaPop and Bastion 2 Quote
will2k Posted September 24, 2016 Report Posted September 24, 2016 On 9/21/2016 at 11:43 PM, Vorontsov said: @will2k How much is models, how much is brushwork? Gib wireframe! So far, it is mostly a combination of func_detail and displacements; props will come to play as this WIP evolves. Quote
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