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Cobes

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Status Updates posted by Cobes

  1. Lots of projects on the go:

    • GTA: San Andreas vehicles. Pictured is the Rancher. There's no interior yet though
    • GTA: San Andreas map. Pictured is the Johnson house. I plan to make some houses from Grove Street and then build Grove Street first.
    • The carousel of progress from Disney World. It's not to scale and the middle section spins instead of the audience section for simplicity.

    20210210122501_1.jpg

    20210210122517_1.jpg

    20210210122551_1.jpg

  2. Looking at the core seems to lag out the game a lot for some reasonย ๐Ÿค” I'm thinking my tweaking yesterday did something, so I'll see what's up and try to fix it. Sorry for the inconvenience if you have the same lag issue!

  3. Bobcat from GTA San Andreas. This is me testing out my vehicle-making capabilities. Once I improve upon it I'll probably be making lots more cars from SA ๐Ÿ™‚

    snap2021-02-08-09-44-56.png

  4. I'm working with @Mudsox on his new city map, so the NGNT map will not be updated for a little while yet. The new map is awesome ๐Ÿ˜€

  5. A building I'm working on for @Mudsox's new map. Look familiar?

    20210203190324_1.jpg

    ss+(2021-02-03+at+07.02.27).jpg

  6. I'll be taking a break from updating today ๐Ÿ‘๐Ÿผ I hope everyone is doing well and I'll see you all tomorrow!

  7. Waiting on my NK tier internet to go back on so I can update the nuclear map. No eta at the moment.

  8. This map will be called GLoW and the idea is for everything in it to have sharp colours that emit. It's going to be an enchanted forest. Its palette, layout and style is roughly based from the reference picture, but a lot of my own creativity is being put into it.

    Playing around with lighting scripts for this. So far, I can make it so the toadstool's emission stays on even when it's broken, but the mushroom is a different story. The grass is not even worth scripting. The path is completely indestructible.

    20210127093857_1.jpg

    reference.jpg

  9. Concept progress

    20210125205830_1.jpg

  10. Concept for a new idea

    20210125201505_1.jpg

  11. Pipe room on the other side of the reactor. Work in progress. How I do these is I google a pic of what I'm looking for, look at it for a couple minutes, close it, then build it entirely from scratch and memory in MagicaVoxel. Since I don't have a photographic memory, this limited-knowledge(?) technique is useful for combining imaginary parts and real parts based from partial memory.

    20210124143142_1.jpg

  12. Garage very rough still. Sorry for lighting, I do all of my edits and testing in the night version

    20210124142608_1.jpg

  13. No work on the reactor map yet due to teardown issues. Currently redownloading.

  14. I said I would put out more updates today, buuuut, lately I'm feeling overwhelmed and I haven't actually done much at all today. Tomorrow I should be back to working on the nuclear map but for the rest of the day I'm taking a break ๐Ÿ™‚

  15. Reactor staff room soviet design

    20210122095351_1.jpg

    1. rio

      rio

      very nice

      ย 

  16. New update soon

    20210118151811_1.jpg

  17. GOOD MORNING! Hope all is well with everyone.

    Here's another project of mine. It's huge (below picture is only 1/4 of the full size) and progress is slow.

    I expect it to be finished in a couple of months lol. Work starts soon and I will have much less time to work on this and other things, but I will still make some uploads for you guys when I can. ๐Ÿ‘

    villagescene1of4.png

  18. I've been building a project in MagicaVoxel for a little while now, all handmade using a reference picture. This one is not N64 related, and I'm using the Teardown palette, so each texture is using its appropriate material (e.g. wood/brick textures are using the wood/brick material from the palette).tower.thumb.png.c0559778e571f8c465633d61980fa617.png

    1. Mudsox

      Mudsox

      Holy smokes it's looking good. Looks familiarย ๐Ÿ˜‰

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