The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
i'm usin' decals like:
[media]http://www.youtube.com/watch?v=pxbsV8QWGic[/media]
[editline]8th July 2014[/editline]
[QUOTE=grabbin pills?;45330612]I have 283 overlays just in my first l4d2 map :l[/QUOTE]
how'd you find out?
[QUOTE=TurtleeyFP;45330573]Loving the architecture and colors, really reminds me of Charles Sheeler.[/QUOTE]
Oh my gosh how have I never heard of this guy? I'm just gonna look through this google images search results page for the next couple of hours :v:
[QUOTE=ep9832;45324566]Oh cool Brooklyn Brownstones, I think I have some advice to spruce them up nicely. Now the base shape is there but the trim needs some work. If you look at the photos the trim starkly contrasts the brick and it also has a level of depth to it. Also I would either lower the buildings so the entrance door is closer to the street, push the buildings back, or change the way the staircase is set up, because at the moment those steps are way to steep. Also don't forget about the subtle details in your reference, note the chimneys, ac unit, bars over the basement windows, lights, the awning, the stains on the buildings, and even the gentle outward curve of the staircase. These may seem like little things but adding them in adds a huge level of depth to the overall design.
[IMG]http://i.imgur.com/BzlBmWUl.jpg[/IMG]
Also for crown trim I like to just layer three brushes on top of each other at different heights and depths. You can texture them with the stock stone or brick textures (there are a few brick textures that have a big trim piece at the top that you can use) and they end up looking pretty good:
[/QUOTE]
Thanks so much for the diagram! Im working on those details as we speak. I followed your advise and pushed the buildings back and thats worked a treat, theres now enough room for a little shelf place for the trash cans to go which is perfect.
[QUOTE=Satin Storm;45321959][url]https://mega.co.nz/#!sRBgzJLY!fYOqIa4N79SWct9JmIZZWAmvIEEu7CKnWXKmRSBXllc[/url]
feel free to use it as a prefab, just promise me to never again do that rotate/align texture thingy that so many people do for their stair railings. :v:[/QUOTE]
I hope you dont mind, but for now I copied your stairs into my map and resized them as need be. Il design my own set of stairs next, I just was so desperate to see what it looked like with some decent stairs! Il be sure to credit you all if the map gets anywhere.
[QUOTE=TurtleeyFP;45324919]Also, looking at the interior through the windows, you probably just haven't gotten to it yet but it seems a little unrealistic compared to the exteriors. I found some reference pictures for brownstone interior designs if you want.
Since your map is for roleplay I wouldn't detail them like in those pictures, but common features are a small foyer with an outset staircase being the focus of the room directly in front of the entrance, with a narrow living area to the side and extra space to the rear. Nobody will be using dining areas and bathrooms in DarkRP so you can leave the floor empty, maybe just multi-purpose space.[/QUOTE]
Great pictures! This is exactly how Il design the entirior. Great reference.
Id have done more today, but I have been busy all day so not had much time. So far, I have moved the buildings back, made the basement entrance paths wider and added a shelf for trashcans along with adding the new steps and making the 2 story house slightly less wide because the gap between the two houses were originally way too big.
[thumb]http://cloud-2.steampowered.com/ugc/585782745952560998/6F6BD770BD40421F71378D1FE1B6762E07CE837A/[/thumb]
The lighting went a bit derpy there, not sure what happened... Looks like ENB :v: . Restarting Gmod fixes it tho. Anyway, so far so good! Il keep you all posted.
[t]http://i.imgur.com/gUmchV8.jpg[/t]
now this is getting luxurious
So I just made the skirting thats between the first floor and the basement 3D along with making a nice roof skirting (not final, needs a lot of work) along with the canopy ontop of the door:
[thumb]http://cloud-4.steampowered.com/ugc/585782745953367756/0134F506F89C9EF680E9CFAFF6EDE5590EDDADAF/[/thumb]
[QUOTE=Hottea102;45319433][img]http://puu.sh/a0Y8P/00349f090f.jpg[/img]
Your grass is still the best I've seen so far.
What ever happened to that traffic prop pack you were doing? There was talk of you selling it or something, then it disappeared. It had some really nice stuff.[/QUOTE]
I left the mapping scene to get into modeling, which I sell. I've done a lot of stuff since.
[img]http://i14.photobucket.com/albums/a345/ajackss/das_zps27bda84d.png[/img]
I still have a ton of props, but sadly they are all paid, nothing's available for free.
that has to be a real picture
i never play/watch new games, i don't even know what the standard is today
Wow. Only way I could tell that wasn't a photograph was from the tiling textures, and I really had to study it to notice them. That's incredibly impressive work.
EDIT: also if you want to count overlays (or any entity, for that matter) you can do Map > Entity Report, filter for that entity, select all of them, and make a visgroup. The visgroup will be named "n objects," n being however many there are of that entity. There might be an easier way but I don't know about it.
[QUOTE=Ajacks;45332367]I left the mapping scene to get into modeling, which I sell. I've done a lot of stuff since.
-snip-
I still have a ton of props, but sadly they are all paid, nothing's available for free.[/QUOTE]
How much?
[QUOTE=Cosine;45332831]There might be an easier way but I don't know about it.[/QUOTE]
when you select multiple objects (through entity report or otherwise), it shows how many are selected in the bottom status bar.
"Mister Johnson?"
(little bit Photoshoped)
[img]http://puu.sh/a3NyY.jpg[/img]
[QUOTE=dum6azz;45338533]"Mister Johnson?"
(little bit Photoshoped)
[img]http://puu.sh/a3NyY.jpg[/img][/QUOTE]
Personally, I'd put a fade on those indications as they go down. LEDs emit directional light, not omnidirectional, so it would be harder to see them on at an angle.
Unless the room was like, dark.
[QUOTE=Cyberuben;45316214]It looks beautiful and I hate to say this, but I really think that this idea won't work on a roleplay server. People will get their cars stuck, no matter what. This is a too big angle for the major carpacks that are used in Garry's Mod...[/QUOTE]
I have regular play tests on a private server with a few people, the TDM Cars seem to handle them fine!
[QUOTE=dum6azz;45338533]"Mister Johnson?"
(little bit Photoshoped)
[img]http://puu.sh/a3NyY.jpg[/img][/QUOTE]
It remind me of one of my early concept for a story I was trying to make.
Instead of Glados it was Cave Johnson but I never ended working on.
[QUOTE=geogzm;45315440]I'm like 40% through the detailing for my map and since the initial concept, hammer hasn't crashed once. Praise be to the hammer gods[/QUOTE]
Thor? [img]http://news.bbcimg.co.uk/media/images/71178000/jpg/_71178648_thor.jpg[/img]
Map I'm working on for Fistful of Frags
[img]https://dl.dropboxusercontent.com/u/36790034/ShareX/2014/07/2014-07-09_18-53-38.jpg[/img]
forgot to put a playerclip over some windows in my map and didn't realise
i was confused as fuck because two bots were duking it out outside the boundary of the map and i was like 'how the fuck did you two shits get out'
[QUOTE=residntevl;45342327]Map I'm working on for Fistful of Frags
[img]https://dl.dropboxusercontent.com/u/36790034/ShareX/2014/07/2014-07-09_18-53-38.jpg[/img][/QUOTE]
Raise your lightmap scales, they look like they're all at 16.
[QUOTE=Hottea102;45342488]Raise your lightmap scales, they look like they're all at 16.[/QUOTE]
How do I do that?
edit: nvm I found it I never knew about that.
New question - tips on lightmap scaling?
[QUOTE=residntevl;45342593]How do I do that?
edit: nvm I found it I never knew about that.
New question - tips on lightmap scaling?[/QUOTE]
Try to cap out at 4, 2 and 1 are far too crisp and expensive. Big open fields can use 16 or 32, interiors are usually 4 or 8.
Firegod's skyboxes are amazing. Shame that they aren't dithered for smoother gradients.
[T]http://gyazo.com/c1138822e11953960581aebef5d02e0b.png[/T]
[QUOTE=TFlippy;45342792]Firegod's skyboxes are amazing. Shame that they aren't dithered for smoother gradients.
[T]http://gyazo.com/c1138822e11953960581aebef5d02e0b.png[/T][/QUOTE]
I'm really liking how the island is coming. The light fog mixed with the bright colors, it doesn't even look like a real place, looks like something from a fairy-tale. And I love it.
Managed to get a third house on. Will revise on the details of that house later (that house is actually next to the last house I worked one) but for now its okay:
[thumb]http://cloud-4.steampowered.com/ugc/585782745985629135/2EF8F49452884F743D1BAA0F586CDAF9B3394135/[/thumb]
Need to make some different shaped and different colored steps and add a few road signs and street lamps, but other than that...
My pal was like, hey, can you show them these for me quick? And I was like, sure.
[T]http://cloud-3.steampowered.com/ugc/776058460304046093/7682FB8788B0F4B691A3BFDA1B36BD4DD4B30AB4/[/T]
[T]http://cloud-2.steampowered.com/ugc/776058800822947457/FEFA239D75E14FBE1325B2184FB55A64C7941F3A/[/T]
Metro!
[T]http://cloud-2.steampowered.com/ugc/796310898426527829/BE71AC06D3A60DF1E64ACA52F55AD1B7698F2F34/[/T]
[T]http://cloud-4.steampowered.com/ugc/796310898429433755/205096AC991C1649D19D8CCE691D0F617BAEF26D/[/T]
[T]http://cloud-3.steampowered.com/ugc/558699179648776791/0CFB2E95AE1742ACE7693947048FE100105AA031/[/T]
[T]http://cloud-3.steampowered.com/ugc/558699179648404115/24579702D0C30116CE0E49C3D4688E162AC364D3/[/T]
[T]http://cloud-4.steampowered.com/ugc/558699179590954429/D01BFD6E8533F1B670D594A2B5510E8C31DE6102/[/T]
[T]http://cloud-4.steampowered.com/ugc/560950252458832983/49910F7C9C3B4446113894B59921F3C4E323BC7A/[/T]
Stalker!
[QUOTE=TFlippy;45342792]Firegod's skyboxes are amazing. Shame that they aren't dithered for smoother gradients.
[T]http://gyazo.com/c1138822e11953960581aebef5d02e0b.png[/T][/QUOTE]
I don't know if this is even remotely similar to what you are looking for, but this might help out
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_overcast002_ingame.jpg[/t]
[url]https://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/Overcast.html[/url]
[t]https://dl.dropboxusercontent.com/u/3779442/Screenshots/sky_sunny003_ingame.jpg[/t]
[url]https://dl.dropboxusercontent.com/u/3779442/skybox_website/sunfolder/Sunny.html[/url]
[QUOTE=Hottea102;45343388]My pal was like, hey, can you show them these for me quick? And I was like, sure.
[T]http://cloud-3.steampowered.com/ugc/776058460304046093/7682FB8788B0F4B691A3BFDA1B36BD4DD4B30AB4/[/T]
[T]http://cloud-2.steampowered.com/ugc/776058800822947457/FEFA239D75E14FBE1325B2184FB55A64C7941F3A/[/T]
Metro!
[T]http://cloud-2.steampowered.com/ugc/796310898426527829/BE71AC06D3A60DF1E64ACA52F55AD1B7698F2F34/[/T]
[T]http://cloud-4.steampowered.com/ugc/796310898429433755/205096AC991C1649D19D8CCE691D0F617BAEF26D/[/T]
[T]http://cloud-3.steampowered.com/ugc/558699179648776791/0CFB2E95AE1742ACE7693947048FE100105AA031/[/T]
[T]http://cloud-3.steampowered.com/ugc/558699179648404115/24579702D0C30116CE0E49C3D4688E162AC364D3/[/T]
[T]http://cloud-4.steampowered.com/ugc/558699179590954429/D01BFD6E8533F1B670D594A2B5510E8C31DE6102/[/T]
[T]http://cloud-4.steampowered.com/ugc/560950252458832983/49910F7C9C3B4446113894B59921F3C4E323BC7A/[/T]
Stalker![/QUOTE]
Oh, and those guys aren't posed.
[img]http://cloud-3.steampowered.com/ugc/796311625944404009/730FEB0CC9177D2E6ED47394584AE294D1AF4775/[/img]
Nice job!
Sorry, I've been out of my mapping game for a while, why does the water look like this in my map?
[t]http://puu.sh/a4xQE/900ca2be4c.png[/t]
And what is the best water texture for clean/clear look?
[editline]9th July 2014[/editline]
Nevermind, dev_water5 is the best one for my purposes.
Some progress, not a lot, but hey. Basically redid all of the brush work to make it less clusterfucky.
[t]http://puu.sh/a4Bdx/028c912368.jpg[/t]
[t]http://puu.sh/a4Bgi/3124878cad.jpg[/t]
Not sure what's going on with the lighting on the outside of the doors (this is a compile with staticproppolys and those other fancy compile options on.
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