![3d max csgo 3d max csgo](https://open3dmodel.com/wp-content/uploads/2019/12/Karambit-CSGO-Knife.jpg)
WWMT installed and I was eager to start converting stuff straight away. Installing was easy enough, just needed to run the installation script through Max. It took a while, but I got there- and learnt some valuable details on the way which will be of great importance when I get around to actually creating proper models. The first thing I aimed to do was to port a small cube from 3DS Max into Hammer. These tools automate a lot of the processes generally required to port models from Max into Source, so I can use them in Hammer. (His tuts and guides are clear and well written- props to this guy!)
![3d max csgo 3d max csgo](https://i.ytimg.com/vi/bLfQ_mZQqK8/maxresdefault.jpg)
I’m using Wall Worm Model Tools, by Shawn Olson. After some time in Cinema 4D for other various projects and reading up documentation, the process is somewhat easier now. I’ve tried creating custom models before, ages ago in Portal 2- but my knowledge was limited and I didn’t have much experience with modelling either.
![3d max csgo 3d max csgo](https://img.youtube.com/vi/rsDVc9WzUY0/0.jpg)
#3d max csgo free#
Perks of being a university student- free access to 3DS Max. With the realisation that I will have to both model and texture for myself, I decided to start the process in earnest. Regularly testing is required to make sure everything is still in check! Discovered some interesting stuff which will be useful! After nearly four scrapped drafts of the A building, I think I finally got the scaling right. Been reading up and watching some videos on world scales and player heights.I’ll look around and see what else I could add. These ladders would go hand in hand with some scaffolding dotted around. I could implement this into the design using scaffolding material, which seems pretty penetrable, right? Since Blacklist is spies versus mercs, and spies are more agile, they can climb and scale surfaces, whereas in CS:GO that’s obviously not possible, so I’m adding a couple ladders around the map to make up for that. I want to add somewhere to ‘wall-bang’, which is where players can shoot through penetrable surfaces.I’m going to make a start on blocking out the map, to get a feel for things. Maybe this design is terrible and I should start over, but the map design is just stuck in my head and I can’t do anything else at the moment, until I get this out of my system. But, four other buildings are going to be accessible too, with most of them sporting height variance. Perhaps worth noting I’ve only detailed the internal structure of one of the buildings. Speaking of notes, that red block in the corner indicates I’ll likely add another building there to create another pathway to get to B, otherwise there’s only one primary path to get to B, not including the long lane down the middle which is probably going to be too exposed. That’s why I placed those grey blocks there, which is a note that I’ll probably place some kind of blockage there to provide cover maybe like a truck. Although I placed them as far apart as possible, there’s still the possibility of spawn camping at the start by shooting across the front entrance of A (in between the front of A and the big fountain block). There’s some problems though, which are still prevalent in Blacklist multiplayer at the moment…. So what thoughts went into the design? Ts spawn further away from bombsites than CTs, to give them more time to set up defence. Ts are required to route their way towards the bomb sites by taking side entrances and back alleys. Adding extra pathways and entrances to help this. I’ll have to make some slight changes to the original map design to balance sides. This design is mostly based on Cartel, a map from Splinter Cell Blacklist. This was drawn partly from memory and also referencing my paper designs.