The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[thumb]http://i.imgur.com/BmpELp3.jpg[/thumb]
The cafeteria/bar of a certain doomed space station. Not pictured are the freezer, pantry, and most of the actual kitchen. No real textures to speak of, either. I should probably change that skybox too.
[QUOTE=Kuro.;43485076][thumb]http://i.imgur.com/BmpELp3.jpg[/thumb]
The cafeteria/bar of a certain doomed space station. Not pictured are the freezer, pantry, and most of the actual kitchen. No real textures to speak of, either. I should probably change that skybox too.[/QUOTE]
Looks nice, for some reason I can feel abandoned space ship from it. Something about cafeterias maybe.
I don't get whats happening with the lights though, the shadows look like the light is coming from the far end of the window with no visible light source. The shadows are also really diffuse.
It's the sunlight coming in through the window, and I haven't really toyed with soft shadows or anything. I like the effect though. I am toying around with the idea of using one very big, very bright env_projectedtexture for the sunlight though, as it would allow me to add shutters to all the external facing windows that can be closed to shut out the sunlight (lockdown mode or something that I haven't quite decided on as far as gameplay mechanics go). Portal 2 does this alot, and I got the idea from the moon part of the last level.
[QUOTE=Giraffen93;43484172]that might be true, but i'm a very slow learner and spending years on modeling probably isn't worth it in the long run[/QUOTE]Just do it, goofus! If you know how to map you know how to mash cubes together and thus you're like a fifth of the way there already.
Worst case scenario you can make some rough placeholders, as Valve mappers tend to do, to get things into enough of a shape for an artist to sweep through.
[QUOTE=The Kins;43485902]Just do it, goofus! If you know how to map you know how to mash cubes together and thus you're like a fifth of the way there already.
Worst case scenario you can make some rough placeholders, as Valve mappers tend to do, to get things into enough of a shape for an artist to sweep through.[/QUOTE]
i've done quite a lot of models but for me to get good i have to abandon pretty much everything i'm doing, i can only do so few things at once as my memory is really bad
i've already forgotten how to use 3ds max after not using it in a month.
i usually fiddle around in hammer around an hour every day, and i have been for the last 7 years.
[QUOTE=Giraffen93;43484172]that might be true, but i'm a very slow learner and spending years on modeling probably isn't worth it in the long run[/QUOTE]
Well, I can tell you now that I'm not the greatest modeler, and when I tried in the first place I was pretty bad.
I let many months pass, I started up modeling about a week ago, and suddenly I started understanding everything. I'm having loads of fun modelling cosmetics for TF2.
What I would suggest is at least giving it a try, and messaging me or another modeler (probably another modeler) if you get stuck. Other nice people like nomad got me through some mind-boggles.
Oh, and what got me started with most of the functions of 3DS Max was modelling a Coke bottle, so do that too.
(and don't worry I suck at mapping)
[QUOTE=Giraffen93;43483524]probably, but it'd be a waste since this is the only time i've needed modeling and learning it just for this isn't really worth it
how did you even find it? :v:[/QUOTE]
Remind me to not mess with crows again
[QUOTE=wauterboi;43489417]Well, I can tell you now that I'm not the greatest modeler, and when I tried in the first place I was pretty bad.
I let many months pass, I started up modeling about a week ago, and suddenly I started understanding everything. I'm having loads of fun modelling cosmetics for TF2.
What I would suggest is at least giving it a try, and messaging me or another modeler (probably another modeler) if you get stuck. Other nice people like nomad got me through some mind-boggles.
Oh, and what got me started with most of the functions of 3DS Max was modelling a Coke bottle, so do that too.
(and don't worry I suck at mapping)[/QUOTE]
[t]http://i.imgur.com/qf9wJGU.jpg[/t]
yeah nah
[QUOTE=wazanator;43471986]What shape are you looking for? If you provide a reference pic I might be able to make a quick one for you.[/QUOTE]
Sry late reply.
Square ( rectangle ) sign that set on fences or wall.
[img]http://i.dailymail.co.uk/i/pix/2011/11/03/article-2057097-0EA6296E00000578-204_233x360.jpg[/img]
I would say the size would be around 32 large and 52 tall. less than one thick ( hammer Unit )
Thanks for the help.
Texture -- ( two skins ) [url]https://www.dropbox.com/s/5mqyzv9a0bnss4u/sign.rar[/url]
[QUOTE=Giraffen93;43489582][t]http://i.imgur.com/qf9wJGU.jpg[/t]
yeah nah[/QUOTE]
I kept thinking that was a texture when I played the mod not a model
[QUOTE=Ermac20;43490039]I kept thinking that was a texture when I played the mod not a model[/QUOTE]
i some cases it's a texture just because it looks better overall
i really gotta find a proper model
[QUOTE=hiyougami;43484128]Alright, just you might be at a big loss when Source 2 comes out :c[/QUOTE]
I agree with him on this one. He's expected to make a high-poly custom door model, custom sidewalk textures, custom cast iron mailbox, detailed AC units, and learning 3dsmax (and/or paying a modeller heavy cash) to do all for this for the sake of a single scene the player is probably going to spend <60 seconds in? It looks fine, there's only so much a sane person can do with details in that space.
Does anyone of you remember about a year ago when I tried making the wreck of the RMS Titanic? I got some inspiration and started refurbishing it to make it more like the real thing. It's bigger now, and I'm thinking of doing some interior too;
[t]http://i.imgur.com/toY7IPZ.jpg[/t]
[t]http://imgur.com/ILuXDeV.jpg[/t]
[t]http://imgur.com/CXQCj3b.jpg[/t]
[t]http://imgur.com/24OCa1Q.jpg[/t]
I do remember that. It really inspired me and I'd love to see it finished.
You should take the underwater skybox from Dear Esther and use it in your map. Even though it's really pitch black down there.
Started blocking out [URL="http://sv.wikipedia.org/wiki/Varnhems_klosterkyrka"]Varnhems Klosterkyrka[/URL] to kinda get back into mapping again.
[t]http://privat.bahnhof.se/wb578186/media/varnhem/varnhem_2014-01-11_01.jpg[/t] [t]http://privat.bahnhof.se/wb578186/media/varnhem/varnhem_2014-01-11_02.jpg[/t]
[t]http://privat.bahnhof.se/wb578186/media/varnhem/varnhem_2014-01-11_03.jpg[/t] [t]http://privat.bahnhof.se/wb578186/media/varnhem/varnhem_2014-01-11_04.jpg[/t]
Reference: [URL="http://www.panoramio.com/user/3208532/tags/Varnhem%20-%20Sweden"]Photos by Mira G[/URL]
[editline]Blueprint:[/editline]
[img]http://privat.bahnhof.se/wb578186/media/varnhem/varnhem_blueprint.jpg[/img]
So I pretty much suck at mapping, but I want to get good. Seeing all these creations is really inspiring. Anyone know of a good way to practice Hammer? Like a idea for map I can try to get better?
[QUOTE=lope;43493497]So I pretty much suck at mapping, but I want to get good. Seeing all these creations is really inspiring. Anyone know of a good way to practice Hammer? Like a idea for map I can try to get better?[/QUOTE]
Start out small, have a small map dedicated to trying out new things.
also 3kliksphilip on youtube has some pretty good tutorials for source SDK.
[QUOTE=ashton93;43492267]Does anyone of you remember about a year ago when I tried making the wreck of the RMS Titanic? I got some inspiration and started refurbishing it to make it more like the real thing. It's bigger now, and I'm thinking of doing some interior too;[/QUOTE]
If you really want to make it look like the real ship, then you can pull the measurements of the [I]Titanic[/I] from Wikipedia and convert them to Hammer.
According to the Valve Developer Community, one foot equals sixteen units, so you can go from there and resize the wreck.
Made some more progress on my csgo map , Here is an album
[url]http://imgur.com/a/U73BB#0[/url]
[QUOTE=Callinstead;43493707]Start out small, have a small map dedicated to trying out new things.
also 3kliksphilip on youtube has some pretty good tutorials for source SDK.[/QUOTE]
3klik is nice but teaches some bad habits, imo. He doesn't use visgroups, for one.
Hm, does anyone know how to get a env_projectedtexture positioned exactly where the sun would be positioned in a light_env? I can make the light bright enough to light the entire map, but positioning it to match where the sun in a light_env would be would be great.
[QUOTE=Kuro.;43495796]Hm, does anyone know how to get a env_projectedtexture positioned exactly where the sun would be positioned in a light_env? I can make the light bright enough to light the entire map, but positioning it to match where the sun in a light_env would be would be great.[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/Env_sun[/url]
Try setting Viewer Entity to the env_projectedtexture?
[QUOTE=wauterboi;43495789]3klik is nice but teaches some bad habits, imo. He doesn't use visgroups, for one.[/QUOTE]
Pretty sure a newbie to hammer isn't too worried about visgroups. 3klik's tutorials are more suited for beginners at hammer.
[QUOTE=WitheredGryphon;43495869]Try setting Viewer Entity to the env_projectedtexture?[/QUOTE]
If I'm reading the description right, won't that just move the sun position to whereever the env_projected light is? Or the other way around, which would be exactly what I was wanting?
edit: Doesn't work, also the projected texture does not show shadows whatsoever even when turned on (light sort of shows, so I know it's on). Then again, I am using Source 2009 for my mapping so maybe it might look different in Gmod. I know someone ported the Portal 2 map that had the moon section that I swiped the projected texture from, so I know the settings are working there.
[t]http://i.imgur.com/ZoNtopK.jpg[/t][t]http://i.imgur.com/YTvN6QQ.jpg[/t][t]http://i.imgur.com/ZOu55YM.jpg[/t]
[t]http://i.imgur.com/V37Dnjq.jpg[/t][t]http://i.imgur.com/pjqghqJ.jpg[/t][t]http://i.imgur.com/QXhDNW5.jpg[/t]
Added much more L4D2 content to replace the boring standard source stuff. Still not sure about the ligthing, but not sure what to do. Any suggestions?
I'm making medieval houses for that RP map.
[thumb]http://imageshack.com/a/img826/2823/l88n.jpg[/thumb][thumb]http://imageshack.com/a/img194/8295/tj8z.jpg[/thumb]
[thumb]http://imageshack.com/a/img542/4974/fy88.jpg[/thumb][thumb]http://imageshack.com/a/img32/1714/ceir.jpg[/thumb]
They are supposed to be fairly simple but I think I nailed the look.
[thumb]http://imageshack.com/a/img10/4443/kxcb.jpg[/thumb][thumb]http://imageshack.com/a/img19/1109/gufl.jpg[/thumb][thumb]http://imageshack.com/a/img30/5616/3imu.jpg[/thumb]
I made the window props myself, they really give depth to the flat walls, I believe.
(Don't mind the missing skybox.)
[QUOTE=Grenade Man;43498348]I'm making medieval houses for that RP map.
I made the window props myself, they really give depth to the flat walls, I believe.
(Don't mind the missing skybox.)[/QUOTE]
Nice but make them abit less homogenous. Slight slants, wall bulges, beams sticking out.
Irregularities. They look nice but being so clean makes them look too modern.
[QUOTE=mdeceiver79;43498395]Nice but make them abit less homogenous. Slight slants, wall bulges, beams sticking out.
Irregularities. They look nice but being so clean makes them look too modern.[/QUOTE]
I'm going to have about 20 or even 30 of these (amongst other complex geometry) in the level.
So reducing the brush count and making them simple for vvis's sake is my top priority.
[QUOTE=Grenade Man;43498436]I'm going to have about 20 or even 30 of these (amongst other complex geometry) in the level.
So reducing the brush count and making them simple for vvis's sake is my top priority.[/QUOTE]
Then have it as non shadow casting models placed over the house. So up close its detailed then have it fade when you are in the distance.
[QUOTE=mdeceiver79;43498554]Then have it as non shadow casting models placed over the house. So up close its detailed then have it fade when you are in the distance.[/QUOTE]
I also need to be careful with the amount of static props I use because I will need to make a dense forest and most geometry like fences, fort walls, wells, rocks static props.
Not to mention I hardly have the time to model such modular pieces.
[t]http://imageshack.com/a/img600/331/u1f7.jpg[/t]
Custom tree prop! (Shitty compression sorry.)
[t]http://i.imgur.com/i228vBn.jpg[/t]
What did I break?
[editline]11th January 2014[/editline]
That's the skybox missing a texture, not walls or anything.
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