• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
someone just sent me this WIP of their map... [IMG]http://i.imgur.com/YpIbG92.png[/IMG] my eyes need bleach
[QUOTE=Johnny Guitar;44208647]someone just sent me this WIP of their map... [IMG]http://i.imgur.com/YpIbG92.png[/IMG] my eyes need bleach[/QUOTE] Welp, lets fire up the carve tool while we're at it.
[QUOTE=Giggle;44208674]Welp, lets fire up the carve tool while we're at it.[/QUOTE] don't carve pls
[QUOTE=Johnny Guitar;44208647]someone just sent me this WIP of their map... [t]http://i.imgur.com/YpIbG92.png[/t] my eyes need bleach[/QUOTE] What the fuck?
[QUOTE=Johnny Guitar;44208647]someone just sent me this WIP of their map... [IMG]http://i.imgur.com/YpIbG92.png[/IMG] my eyes need bleach[/QUOTE] God help you vvis, god help you O_O
[QUOTE=Johnny Guitar;44208647]someone just sent me this WIP of their map... [IMG]http://i.imgur.com/YpIbG92.png[/IMG] my eyes need bleach[/QUOTE] Dammit, he took my maps name.
[t]http://cloud-4.steampowered.com/ugc/3299190295425528074/17E0E33462422039F099FDCF8849F2209508C600/[/t] Using wallworm to import detail sprites as models, to get them sexy shadows.
[t]http://f2.braxupload.se/7pyqub.jpg[/t] revamped nightclub
[QUOTE=Giraffen93;44211428][t]http://f2.braxupload.se/7pyqub.jpg[/t] revamped nightclub[/QUOTE] are these bottles flat textures? they look pretty convincing
[QUOTE=GoldPlatinum;44211441]are these bottles flat textures? they look pretty convincing[/QUOTE] fully 2000's-esque textures! i can't model that well to make a bottle wall :v: all the windows on the maps are made with brushes also, i really need a modeler
func_detail is my friend [IMG]http://i61.tinypic.com/2ujmovk.jpg[/IMG]
[QUOTE=grabbin pills?;44211999]func_detail is my friend [IMG_thumb]http://i61.tinypic.com/2ujmovk.jpg[/IMG_thumb][/QUOTE] Try making those lights a little brighter, and something with a little more white and a hint of blue. Then, make those red, green, and blue signs cast some light for color variety.
[QUOTE=Jazer;44212101]Try making those lights a little brighter, and something with a little more white and a hint of blue. Then, make those red, green, and blue signs cast some light for color variety.[/QUOTE] Oh, good idea
[t]http://f2.braxupload.se/kb1p20.jpg[/t] cozy vents for escaping jail
[QUOTE=Giraffen93;44212502][t]http://f2.braxupload.se/kb1p20.jpg[/t] cozy vents for escaping jail[/QUOTE] is it as cozy as a tempurpedic?
made a diner in the soviet loft map [t]http://cloud-4.steampowered.com/ugc/579016120527371782/1D09D28C8B781396961D51D8A8897399A0FDD8A6/[/t][t]http://cloud-4.steampowered.com/ugc/579016120527369502/90823EF0ED9118823D5E2E501F5C7CF85EFA6213/[/t] [t]http://cloud-4.steampowered.com/ugc/579016120527363624/7444173FF3AF3581BC622FF4317801D4CE9E8FB1/[/t][t]http://cloud-4.steampowered.com/ugc/579016120527366712/E39FCFF631A34D86CAD9FC28A05FBBA40D9FF280/[/t] [t]http://cloud-3.steampowered.com/ugc/579016120527374531/E36AE672E47FE35A3F81560152C3559E88633DBB/[/t]
[QUOTE=OfficerLamarr;44209663]Dammit, he took my maps name.[/QUOTE] Where is 68?
[QUOTE=Firegod522;44209691][t]http://cloud-4.steampowered.com/ugc/3299190295425528074/17E0E33462422039F099FDCF8849F2209508C600/[/t] Using wallworm to import detail sprites as models, to get them sexy shadows.[/QUOTE] very clever, how's the performance ?
Roughly the same. I believe CS:GO has some sort of model optimization at farther distances. If i stand in the middle of the sprites and look directly into the center, my frames drop to about 90, but from that distance, its fine. (Even though its the same model)
[QUOTE=Firegod522;44213731]Roughly the same. I believe CS:GO has some sort of model optimization at farther distances. If i stand in the middle of the sprites and look directly into the center, my frames drop to about 90, but from that distance, its fine. (Even though its the same model)[/QUOTE] Sounds more like something to do with transparency. Something like the more screenspace transparent materials occupy the slower it renders.
I need to try out wallworm whenever I get 3ds Max, it looks like a godly tool for making source models. One of the only reasons I don't make source models is because of the process involved with compiling them. Edit: Didn't have time earlier to show the outside area of my first picture, so here it is [IMG]http://i58.tinypic.com/21k9zxf.jpg[/IMG] Its suppose to be a city inside of one of those cylinder spacestations, also the cloud layer in the 3d skybox is a separate texture to the ground layer, so the clouds move across the ground for some added detail.
The cylinder needs to be a lot bigger for the terrain to be seen like that.
[QUOTE=Firegod522;44214115]The cylinder needs to be a lot bigger for the terrain to be seen like that.[/QUOTE] I'll increase the size to 32 times instead of 16 times in the 3d skybox
[QUOTE=grabbin pills?;44214380]I'll increase the size to 32 times instead of 16 times in the 3d skybox[/QUOTE] I'd almost say 64 if possible...
[QUOTE=Giraffen93;44212502][t]http://f2.braxupload.se/kb1p20.jpg[/t] cozy vents for escaping jail[/QUOTE] [url]http://dlc2.portal2sounds.com/#q=smell[/url] [quote= Cave Johnson]Attention, test prisoners attempting to escape through the air ducts. I don't know what nonsense you learned on TV, but in real life, air ducts just go to the air conditioning unit. It's also pretty dusty, so if you've got asthma, chances are you're gonna die up there. And we'll be smelling it for weeks because, again, the air ducts aren't a secret escape hatch, they're how we ventilate the facility.[/quote] :v:
[QUOTE=pac0master;44215394][url]http://dlc2.portal2sounds.com/#q=smell[/url] :v:[/QUOTE] [t]http://i.imgur.com/IEpVadp.jpg[/t] and they're so conveniently placed too, you can get from the jail cells to the police garage in mere seconds!
[QUOTE=Korro Bravin;44215266]I'd almost say 64 if possible...[/QUOTE] Is this big enough? Its set to 256 times its size, and I don't think vvis likes it because the higher I make the number the longer it takes to compile respectively, or so it seems. [IMG]http://i57.tinypic.com/1zd2ohl.jpg[/IMG] Actually, I cant tell if its any bigger, is the limit 64 times? Edit: You are all are probably sick of seeing this thing over and over, sorry D:
still seems kind of off-scale.
Work on the skybox model and it's textures. It needs thick fog and some height differences. Also make those structures smaller and get custom texture with windows and what else to them.
The skybox textures look really, really stretched out.
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