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REƎMR
@re3mr
Freelance 3D Prop/Hard surface Artist currently making stuff for . 3D cartography hobbyist. Making maps for games for fun & practice.
Swedenlinktr.ee/re3mrJoined July 2017

REƎMR’s posts

I have finished the first iteration of my Streets of Tarkov map. I will keep working on it & adding details but this should be a big upgrade to the blockout version I made prior to the patch release. The map can be found on my site re3mr.com/streets & the official EFT wiki.
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I have uploaded an updated version of my Streets 3D map to the wiki & my site re3mr.com I still need to adjust the overlay + scale it properly & change a lot of things in the 3D view but I will keep updating this like I did before. #EscapefromTarkov
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WIP. The 3D portion of the map is almost completed. I added a lot of detail all around the map. Started messing with the Photoshop overlay. The Д-bunker warehouse tunnels will eventually go into the empty slot at the bottom. Feedback on the layout before I get too deep?
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I started learning Blender ~3 years ago. The black & white Reserve map was one of the 1st community maps I made. It feels great looking back & being able to see my progress since then. #EscapefromTarkov #b3d
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WIP. I am almost done with the blockouts for the entire Streets map. When that's done I will setup the camera properly, make an overlay & release the map. After that I will do incremental updates where I replace individual buildings with more detailed variants every now & then.
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Streets of Tarkov map 1.1b I updated the overlay. No changes in the 3D layer for now. More fixes are needed for the overlay. The latest version of my maps are always available on the EFT wiki. High res (and mobile) versions are available on my site reemr.se/Streets
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Streets of Tarkov map 1.2a. I changed some of the extract names since BSG updated them. They are Expo checkpoint, Stylobate building elevator & Klimov shopping mall exfil. The map is available on my site reemr.se & the EFT wiki. #EscapefromTarkov
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Streets of Tarkov map 1.1c More overlay fixes. Added new street names. New POI text. Remade the legend in smaller format. A lot of font size changes & color changes. It appears a lot less cluttered now. The new latest version is available on the EFT wiki & my site like usual.
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WIP. Today I started working on the extract overlay and the basic legend. There is still more work to be done on the 3D map but I wanted to get started on the overlay. I also started weight painting areas that have a higher bush density as its important for finding stashes.
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Streets of Tarkov map 1.1d. I updated the sniper markers & changed how the Lexos minefield is displayed. Now it's displayed in a top-down format near the quest-legend instead. Hopefully this makes it easier to navigate around them. Special thanks to Andrei! #EscapefromTarkov
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WIP. I adjusted the legend & overlay size. Finished the tennis court details. Added the armored train & smoke. Made some lights clearer. Based on feedback I changed the water to be calmer and made the greens more vibrant. This version of the map will be 8259x7560 when I am done.
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WIP. I think I got the scale down. Just got some more terraforming and a billion props to go.
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Streets of Tarkov map 1.2 I updated the two northern high-rise buildings & removed Debtor key req. from the legend. I have made the PSD available on my site for peeps who want to make their own overlay or customize mine. Map available @ my site & the EFT wiki. #EscapefromTarkov
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WIP. I have started working on a more accurate 3D map of Streets since the pre-patch blockout was not entirely accurate. I have finished blocking out the layout of the park & cinema.
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WIP. Progression so far. I added the electrical compound on the west side of the power station. Next up I think I will model the gas station and the scav island stuff.
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Streets of Tarkov map 1.1e Fixed misplaced extract lights. More detailed roads up north. Lots of vehicles added (not all). Color change for the minefield for colorblindness. PMC spawns added back. Let me know if you spot any that I missed. Available on the EFT wiki & my site.
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I updated the Streets of Tarkov map with the rest of the Pinewood Hotel. I also added to the Klimov-warning & info to the courtyard on-map extract marker. Check out 0.3 of the map on my site re3mr.com/streets or the official EFT wiki.
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WIP. More blockouts finished. More sidewalks. I made the park areas near BECTИ and the Pinewood hotel. General height adjustments. More blue lights to show where there are open tunnels. Using an overcast HDRI instead to get softer shadows. Marking important/landmark buildings.
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Streets of Tarkov map 1.1f I replaced the blockouts of Klimov street 14 & the Cardinal hotel complex with more detailed 3D versions. I will add more details to the Cardinal courtyard later at some point. Available on my site & the EFT wiki like always.
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I checked out the 0.13 trailer & added some missing pieces that showed up. Mainly the 6 store in the west & some of the buildings in the south. This will likely be my last update on the preliminary map. It will be fun to see how much I got right. #EscapefromTarkov
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I updated the Woods map to match the changed scav extract name "Old station" → "Old railway depot". The location is the same. The latest version of the map is always available on the official EFT wiki & my site re3mr.com → Woods. #EscapefromTarkov
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I just updated the Streets map to 0.6f. I updated the overlay to highlight PMC spawns & all extracts better. I replaced all 3D layer text with PS-overlay text. Also added Malevicha 1 & the v-ex trucks. Available on my site & the EFT wiki like always. #EscapefromTarkov
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WIP. Changed the shaders a bit. Added a lot of the vehicles but there are some that I have not modeled yet so they are missing. More markers. Names of smaller shops (red). All building numbers. Grass stuff cleaned up near Concordia. Added some smaller garage buildings.
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The isometric version of the map. The final size will be 13440x7560. If you spot any marker mistakes, flaws or flying vehicles please let me know. General constructive feedback is very welcome. I should be able to have the map finished within a day or two.
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I have been cross referencing released trailers & development images to the blockout I made the other day & filling in the gaps. I was able to pinpoint where ~ 90% of the footage (indoor screenshots excluded) was shot.
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WIP. Pier area almost done. Just got to add some beach details & the pier tower. I will add in the boats later at some point.
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WIP. First building for the Shoreline map done. The villa. I will probably start doing the rest of the village buildings after this one.
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WIP. I have completed all of the garden/grass areas. I still need to place walls & fences and some crucial larger details that are still missing but after that the 3D version of the map is OK to be published in its 1st iteration. The overlay is almost finished too. ETA 1-2 days.
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I made a quick blockout of the expanded area on Streets. I dont think I will be able to release a proper layout on top of this today though. The Pinewood basement exfil is in the NE most section of the hotel. Crash site exfil is at the heli behind Concordia. #EscapefromTarkov
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WIP. Starting with all the buildings. I have pretty much finished the east side of the map. Going to start working on King next.
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WIP. First draft of the overlay. I would appreciate if you EFT veterans could have a look at this and tell me if any of the markers are incorrect. Mainly the PMC spawn locations. Using an upscaled lower res version of the 3D map in this just for making the overlay. Not final.
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I have finished the overlay for the Streets map. It will list all quest destinations (as far as I know), spawns & extracts along with the same legend from previous overlays. Still some more things I need to add to the 3D version but I will probably publish 0.1 tomorrow.
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WIP. I added the mountains and the tunnel on the west side along with some of the vehicles. I finished the tower for the harbour area & the crane for the construction site. I will try to finish up the construction site & get started on the weather station next.
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WIP. Added roads, ocean & the resort blockout. Still messing with the terrain. Placeholder mountains that I will swap out later on.
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WIP. More detail at the water treatment plant & village. Added walls at the trainyard and in the village. Mapped out the border of the map on the bottom half. Will probably have to keep terrain relatively flat and in steps to make it easier to read where the paths are.
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Apparently there is a guy impersonating me (similar nick) trying to solicit donations from my followers. I have a donation link on my site but other than that I will never ask you for money. My maps are free & were made for the EFT community to use.
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WIP. The villa compound is pretty much done. If the trees block too much vision on the larger map I will remove them. I am going to focus on finishing the village now.
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WIP. West wing middle floor is completed. I need to do a double check on what rooms are inaccessible with or without keys but other than that I am ready to start on the top floor now.
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I have updated my map to 0.2 with detailed exteriors to the BECTИ building. There are still a few details missing on it that I will add later at some point. If you are using my Streets map - make sure you are using the latest version for it. Available on my site & the EFT wiki.
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WIP. Today I added a lot of props to the scav/military compound and I modeled the farmhouse in the eastern part of the map. I also improved some old props I used on other maps to lower the overall polycount.
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Streets of Tarkov 0.2c. I modeled Factory 6 and added some smaller details around the map.
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WIP. Filling in a lot of the missing details around the map right now. Fences done. More vehicles, bushes & trees placed. All the tanks should have their correct model now. Still have a lot of things to do before it's done. More details to place.
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Streets map update 0.2f. Nikitsk. 4, 2nd portion of Petersen Center & Pinewood white deer detail added to the map. I also improved the quest overlay with key icons.
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I updated the Streets of Tarkov map with Primo ave. 52 detail, marked the theatre & added the quest "Spotter" to the quest legend. 0.3a is available on my site re3mr.com/streets & the official EFT wiki.
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I detailed the eastern most part of BECTN. I will try to detail one more section later today before I update the map again.
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WIP. Today I finished the airplane crash, the RUAF Roadblock, the scav house south west and spent some time improving some props on stream. Many thanks to for providing me with reference screenshots while doing it.
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I have been getting some reports lately of scammers saying that they are me & want money for the 3D maps I made in different ways. My maps will always be free & I will never charge you for them. Feel free to share them with friends/community. #EscapefromTarkov
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WIP. Some details added. Updated versions of a bunch of vehicles. Some more terrain adjustments. I will probably finish either the center canal or the east side construction site next.
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I updated the Streets map with some of the street lights, busstops & the basketball court. Added duration, PMC- & spawn count to the overlay. Updated the PSD. 0.2a
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The dorms was the first EFT related 3D project I made. I recently went back to it and edited the color scheme to match with the resort. I imagine I will make a similar loot map for it at some point.
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WIP. I am trying colors to make the Resort map more readable. I realized that I forgot to make the upper floor of admin so that's the next task before I make the roof and exterior parts. When the 3D is done I will make a PS overlay to make it clear what doors are locked etc.
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Looking back at the Streets map I made prior to the Streets patch going live. It was completely based off of released trailers & teasers from BSG. I got the cardinal directions wrong (as is mapping tradition) but apart from that a lot of things were in the right place.
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The Lighthouse south island is finished. Now I just need to move it over to the main Lighthouse map and render the updated version. I will do that later this evening or tomorrow.
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WIP. Barracks done along with E-bunkers, fuel tanks and fuel trains. Placed some more vehicles, bushes and trees. Made the building markers more visible. Using the same markers as the official map so everything lines up with the in-game map found on the signs in-raid. Pipes next.
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WIP. Started making and placing low poly versions of all the vehicles. Trainyard completed.
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I updated my Streets of Tarkov map to 0.2b with a detailed version of Chekannaya St. 15. PSD 🔃
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WIP. I am going to make both a vertical and an isometric POV for the map. I started making the overlays for the vertical map. Hopefully Twitter does not butcher it too bad. Let me know if I can improve on wording something or if certain markers could be clearer.
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Two renders of what I believe a good chunk of Streets will look like at release. It's mainly based off of an overview screenshot posted by BSG. Based off of buildings in BSGs development photos I suspect that there is a substantial part missing in the north in these renders.
The west side with the huge high rise that can be seen from other maps such as Customs will most likely not be in the game at release. There are some screenshots containing buildings that I could not pinpoint on this map but there are clues that indicate that they are somewhere north near the main road.
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WIP. With the gas station I have pretty much finished the middle part of the map (building wise). I just need to make the guard tower near the CP Fence extract. Train cargo area next.
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WIP. The west part of the village is done. I made the central trees be dead trees so they would not block too much of the layout. I will finish the central part of the village now & then start on the swamp.
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A wider view of the Reserve tunnel progress so far. The difference between this map & the previous ones I made is that I want this one to be viewable from a top-down "flat" view as well as 3D perspective. This is why the stairs are all colorcoded yellow & black
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I had a look at the teaser screenshots released by BSG & tried placing the buildings on the map. I am not 100% on the interior image 3rd from the top on the right here but everything else should be certain. Seems like a pretty big expansion #EscapefromTarkov
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WIP. Today I focused on adding missing details to the main bridge and some minor details on the island. Tomorrow I will finish the upper compound & that should be the last work that needs to be done on the island.
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WIP. I placed all the main roads, made some blockouts & weight painted the tree locations according to the in-game map. I did the 1st iteration on getting the center mountain right and made some mountains to match the ones in-game as people use them as landmarks to navigate.
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Replying to
That's 38166 objects at 1040150 tris (mostly trees & debris). It took me about a month to make this map. I spent a lot of time texture-, weight- & vertex painting on this map. I learned some tricks & made a bunch of new assets that can be reused in the next project.
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WIP. Ground floor of admin is done. I will add the down- staircase at the same time as I make the basement for it. The movie posters with my avatar are just placeholders. I was thinking I might add images from smaller EFT streams there. Suggestions? Rather it be people than logos
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