• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Here's a CS:GO map I've been working on. I still need to add displacements in the second picture. [t]http://i.imgur.com/6kXBE1K.jpg[/t] [t]http://i.imgur.com/8sbPsni.jpg[/t]
[QUOTE=simzboy;44186508]Here's a CS:GO map I've been working on. I still need to add displacements in the second picture. [t]http://i.imgur.com/6kXBE1K.jpg[/t] [t]http://i.imgur.com/8sbPsni.jpg[/t][/QUOTE] It looks like a realistic TF2 map.
[QUOTE=simzboy;44186508]Here's a CS:GO map I've been working on. I still need to add displacements in the second picture. [t]http://i.imgur.com/6kXBE1K.jpg[/t] [t]http://i.imgur.com/8sbPsni.jpg[/t][/QUOTE] What theme is this supposed to be ? I'm a bit confused.
[QUOTE=Anthracite;44186609]What theme is this supposed to be ? I'm a bit confused.[/QUOTE]It's supposed to be somewhat of a lumber mill. I've made a thread a while ago with older screenshots [url=http://facepunch.com/showthread.php?t=1305428&highlight=]here.[/url]
[QUOTE=simzboy;44186667]It's supposed to be somewhat of a lumber mill. I've made a thread a while ago with older screenshots [url=http://facepunch.com/showthread.php?t=1305428&highlight=]here.[/url][/QUOTE] I instantly recognized it. holy crap nice job.
[QUOTE=simzboy;44186667]It's supposed to be somewhat of a lumber mill. I've made a thread a while ago with older screenshots [url=http://facepunch.com/showthread.php?t=1305428&highlight=]here.[/url][/QUOTE] You should name it "firehazard"
[t]http://cloud-4.steampowered.com/ugc/595904619083519952/6146B1298C0FDD0881DBFC777A7A6155EAA63937/[/t] [t]http://cloud-2.steampowered.com/ugc/595904619083521991/E23BCFDDC98BDAAF9B8F0F2B9E00A9007100E663/[/t]
[QUOTE=opti2000;44193346][t]http://cloud-4.steampowered.com/ugc/595904619083519952/6146B1298C0FDD0881DBFC777A7A6155EAA63937/[/t] [t]http://cloud-2.steampowered.com/ugc/595904619083521991/E23BCFDDC98BDAAF9B8F0F2B9E00A9007100E663/[/t][/QUOTE] Aw man these are amazing
[QUOTE=sirdownloadsalot;44186548]It looks like a realistic TF2 map.[/QUOTE] Lol I thought the same
Modelled and textured a catwalk set. [img]http://files.1337upload.net/kattivalkki.png[/img]
[t]http://cloud-2.steampowered.com/ugc/595904619091812814/5B6F841A760BC898ABCB576B7EA31B9B546EAA63/[/t] [t]http://cloud-4.steampowered.com/ugc/595904619091813888/F62CF503370A8CA42D11F30575DCC5D44EB85E58/[/t] [t]http://cloud-4.steampowered.com/ugc/595904619091814847/A7509FD03D44C474185B5680BD5DD28128D92EB3/[/t]
I really need to learn modelling. that will become so useful would be great if i could learn it all by pluging a usb in my head or something :v:
It's not too hard to get started. I can pm/post some good learning resources if you want.
[QUOTE=kaine123;44198885]It's not too hard to get started. I can pm/post some good learning resources if you want.[/QUOTE] Mind posting it? I'd like to know some resources to get started modelling also. I'm only experienced in SolidWorks, which is a 3D modeling program for engineering and manufacturing. I've actually used it to model a few random things for my map, but I haven't spent time to learn how to properly texture things besides a shiny solid color. I'm good at creating very complex geometry with it so I'm hoping other modeling programs won't be too tough to adapt to.
[QUOTE=oskutin;44196284]Modelled and textured a catwalk set. [img]http://files.1337upload.net/kattivalkki.png[/img][/QUOTE] ao bake looks very nice on this
Hi all. Looking for some advice with my lighting for this DA:B map I'm making. See pic below (and try to ignore lack of cubemaps). [img_thumb]http://i.imgur.com/IM4R9jK.jpg[/img_thumb] So I'm trying to achieve very crisp and bold / contrasted shadows from the blinds against the window. I'm pretty much all over the place with this one, but I'm using a light_spot and the blind slats have a lightmap scale of 4. Should I be using a projectedtexture? some other lighting? Any tips? Thanks. Edit: Okay didn't realize that it was the surface that a shadow was to be projected on that should have a lower lightmap scale. Closer to what I'm after now, still not sure whether I should be using light_spot or if there's something better?
[QUOTE=oskutin;44196284]Modelled and textured a catwalk set. [img]http://files.1337upload.net/kattivalkki.png[/img][/QUOTE] Clean support beams for the catwalks, though the rest is a rusty metal? I would change the supporting beams which come out from the wall to something dirtier
[QUOTE=Hawx;44203031]Clean support beams for the catwalks, though the rest is a rusty metal? I would change the supporting beams which come out from the wall to something dirtier[/QUOTE] It's untextured model with only AO. Also i must show this: [img]http://files.1337upload.net/palkkeja.png[/img]
[img]http://cloud-3.steampowered.com/ugc/3296938495497959845/BD7D64600F1870B970193BBE9A756DEEE5248464/1024x640.resizedimage[/img] [img]http://cloud-2.steampowered.com/ugc/3296938495497956417/1803A8E86E61719B1E10AE3F632D5A4485D09F6C/[/img] Making the rovers return from Corronation street, hoping to do the whole street but wel see how that goes. I have no idea how it looks to be honest but when I was told I should make my buildings more realistic I thought I should probably go with a place thats well photographed, so I thought a TV show would probably be the best way to go, especially after watching the behind the scenes which inspired me to do this in the first place. Bit weird, but it has plenty have photos to base my work off of. Not very good, but eh, not bad for a first attempt at making a realistic building... Needs a lot of work :v: PS: Im also planning on packaging some textures in the map to make it more true to the actual thing.
[QUOTE=Graviton;44200739]Hi all. Looking for some advice with my lighting for this DA:B map I'm making. See pic below (and try to ignore lack of cubemaps). [img_thumb]http://i.imgur.com/IM4R9jK.jpg[/img_thumb] So I'm trying to achieve very crisp and bold / contrasted shadows from the blinds against the window. I'm pretty much all over the place with this one, but I'm using a light_spot and the blind slats have a lightmap scale of 4. Should I be using a projectedtexture? some other lighting? Any tips? Thanks. Edit: Okay didn't realize that it was the surface that a shadow was to be projected on that should have a lower lightmap scale. Closer to what I'm after now, still not sure whether I should be using light_spot or if there's something better?[/QUOTE] Might sound dumb but if Source's lighting isn't giving you the effect you want you could try manually making the shadow for the floor into an overlay of some kind.
[QUOTE=oskutin;44203556]It's untextured model with only AO. Also i must show this: [img]http://files.1337upload.net/palkkeja.png[/img][/QUOTE] reminds me of that map from cod4
[QUOTE=wazanator;44203887]Might sound dumb but if Source's lighting isn't giving you the effect you want you could try manually making the shadow for the floor into an overlay of some kind.[/QUOTE] I'm now wondering why I don't do this. It might take longer to do but I'm sure most of the time it'd look much nicer - scenes in Source are so static anyway you probably wouldn't even notice.
[QUOTE=Matt2468rv;44199518]Mind posting it? I'd like to know some resources to get started modelling also. I'm only experienced in SolidWorks, which is a 3D modeling program for engineering and manufacturing. I've actually used it to model a few random things for my map, but I haven't spent time to learn how to properly texture things besides a shiny solid color. I'm good at creating very complex geometry with it so I'm hoping other modeling programs won't be too tough to adapt to.[/QUOTE] I would personally recommend getting started with 3ds max. 1. You can get the full software with a student licence, up to you if you want to take advantage of that or not (they don't seem too care as long as you don't profit off of it). 2. It has many plug-ins and such you can find that can go from being handy to helping immensely depending on your project. 3. A pack of tools called WallWorm, one of the biggest reasons for me. WallWorm is a pack of tools that makes it really easy to import and export both models and maps to 3ds max. You can make the whole level inside of max if you wish even. It has a really nice and simple interface where you can use checkboxes to set the settings for the model and export it really fast, you can easily export all models in a sceene at once if you want too. It also has other tools nice tools like a skybox renderer. The guy making it also posts quite a few videos and documentation showing how to use it, aswell as answering questions on the WallWorm forum. This is just my opinion, but you should atleast look at it for yourself and see what you think! [url]http://dev.wallworm.com/[/url]
Thinking about putting this as a spawn area in the new map, of course I will probably use propper to turn it into a prop to avoid lag and compiling issues, texture it and probably place a few foliage/vegetation under the canopy making it an ideal starting place and possible thumbnail of the map when it gets released as it looks quite empty atm. [IMG]http://i60.tinypic.com/sbsqz4.jpg[/IMG] [IMG]http://i60.tinypic.com/21nijvs.jpg[/IMG]
You made that out of brushes? How? That's fucking incredible, dude.
[QUOTE=Magman77;44205111]You made that out of brushes? How? That's fucking incredible, dude.[/QUOTE] The Arch tool is one of the most powerful ones, but also the most difficult.
If you were referring to my images, I only used block and cylinder and copy&paste, then func_detail it all (probably not the best move though, which is why i'm going to make it into a model).
[QUOTE=oskutin;44203556]It's untextured model with only AO. Also i must show this: [img]http://files.1337upload.net/palkkeja.png[/img][/QUOTE] I like the architectural design there, I don't see much people taking care of how much support it really take to hold a roof. [editline]11th March 2014[/editline] [QUOTE=kaine123;44198885]It's not too hard to get started. I can pm/post some good learning resources if you want.[/QUOTE] Anytime seriously. I got 3ds max and maybe Maya soon. ( student version ) I am trying to learn but for some reason i just don't get it sometime.
[QUOTE=inspirit;44205085]Thinking about putting this as a spawn area in the new map, of course I will probably use propper to turn it into a prop to avoid lag and compiling issues, texture it and probably place a few foliage/vegetation under the canopy making it an ideal starting place and possible thumbnail of the map when it gets released as it looks quite empty atm. [IMG]http://i60.tinypic.com/sbsqz4.jpg[/IMG] [IMG]http://i60.tinypic.com/21nijvs.jpg[/IMG][/QUOTE] Reminds me of Dubai airport. [IMG]http://images.smh.com.au/2009/10/22/807183/Dubai-Airport.jpg?rand=1353619745732[/IMG]
[QUOTE=Matt2468rv;44199518]Mind posting it? I'd like to know some resources to get started modelling also. I'm only experienced in SolidWorks, which is a 3D modeling program for engineering and manufacturing. I've actually used it to model a few random things for my map, but I haven't spent time to learn how to properly texture things besides a shiny solid color. I'm good at creating very complex geometry with it so I'm hoping other modeling programs won't be too tough to adapt to.[/QUOTE] [url]http://vimeo.com/10941211[/url] [url]http://vimeo.com/10982172[/url] [url]https://www.youtube.com/playlist?list=PL925958D31D8D30C7[/url] [url]https://www.youtube.com/watch?v=Gnh01WJOK8o[/url] [url]https://www.youtube.com/watch?v=kGszEIT4Kww[/url] I would highly recommend these for any beginners.
Sorry, you need to Log In to post a reply to this thread.