The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=oskutin;45553748]
[IMG]http://media.moddb.com/images/games/1/9/8084/infra_c4_m3_tower0000.jpg[/IMG][/QUOTE]
Somehow, I think those columns are missing something like this:
[img]http://www.prosol.ca//fckeditor/uploads/image/John-Standard/Standard%20Base.JPG[/img]
Some kind of "base" at the part where the column meets the floor, made of the same material the floor is made of.
I think it would be a nice touch.
I really want to post something in this thread but this is the most substantial thing I've made in the past 2 weeks.
[IMG]http://cloud-4.steampowered.com/ugc/567770337443175573/B3FEAE54DCBA4DABE1929BBEADD0768808EB0B9F/[/IMG]
So enjoy this floating void house.
Even MORE of RP_Bronx:
[T]http://i.imgur.com/yAbZXRp.jpg[/T]
[T]http://i.imgur.com/BphdfuY.jpg[/T]
[T]http://i.imgur.com/rEvaRXI.jpg[/T]
[T]http://i.imgur.com/QgaDoQm.jpg[/T]
[T]http://i.imgur.com/w7bIvhC.jpg[/T]
I'm 95% done with the exterior, when I find a nice stop sign model I'll place it and it'll be complete. I also started working on a parking lot across the street, I'm going to be adding foliage and fencing around it. By the way, if you are wondering what the last sign on the canopy says it is "Fresh sandwiches! Subs & more!" :words:
so i'm making a random map, i was thinking i should turn this into either a single player or a deathmatch map
[t]http://cloud-4.steampowered.com/ugc/36345672057933991/2BA6A2808711508D2D4A148F23DECEB1B792DFC4/[/t][t]http://cloud-4.steampowered.com/ugc/36345672057937278/0F6E1A5F276C8EBECA174A4D5F608FF4FE796059/[/t]
[t]http://cloud-4.steampowered.com/ugc/36345672057941169/F188D65CB9995306BE8560E423862397A637930E/[/t][t]http://cloud-4.steampowered.com/ugc/36345672057943549/0FF4BC98845CFC011A61CF8A8C2B34030F71A31A/[/t]
ignore artifacts on the first 2 pictures, my GPU is dying anyways
the concrete looks odd on that second shot. i think if you were going to raise the concrete like that there should be cracks around the base. on the other hand, elevating the floor makes no sense anyway if you ask me.
New tree model! They now have 6 skins each.
[t]http://cloud-4.steampowered.com/ugc/36345672062579942/C170FD601685A6E569128EFE11E6B888C8C911A3/[/t]
Opinions please.
[QUOTE=Grenade Man;45561645]New tree model! They now have 6 skins each.
[t]http://cloud-4.steampowered.com/ugc/36345672062579942/C170FD601685A6E569128EFE11E6B888C8C911A3/[/t]
Opinions please.[/QUOTE]
Textures a pretty.
Your "boughs" are too round.
Have more of them and have longer ones. I have an image somewhere.
[t]https://dl.dropboxusercontent.com/u/69582724/FulcrumsGoodyBox/craptree.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/69582724/FulcrumsGoodyBox/Sloppy%20Seconds/Tree%5Bd%5Dexample.png[/t]
I know its a different type of tree but the boughs should be longer and thinner. In all fairness you have picked a hard tree to get right.
The placement of the boughs seems a little odd as well, they seem equally placed along the branches.
Are you using tree[d] for these?
I'm just banging planes and cylinders together in 3ds to see what could be used.
[editline]1st August 2014[/editline]
Also thanks I spent days making the leaves in photoshop.
[QUOTE=Grenade Man;45561709]I'm just banging planes and cylinders together in 3ds to see what could be used.
[editline]1st August 2014[/editline]
Also thanks I spent days making the leaves in photoshop.[/QUOTE]
Sorry man, the leaves themselves are good (that texture and colour) but the shape, the roundness is the flaw.
I didn't mean to offend you.
No one is offended; I'm genuinely happy you like the leaves, I'm just not quite sure what you mean when you say roundness.
[QUOTE=Grenade Man;45562060]No one is offended; I'm genuinely happy you like the leaves, I'm just not quite sure what you mean when you say roundness.[/QUOTE]
He's talking about how you can actually see where youve placed the leaf meshes on the tree because they are too round, and that they dont have the typical shape of a bough.
[t]https://dl.dropboxusercontent.com/u/4112921/treeround.jpg[/t]
[QUOTE=Grenade Man;45562060]No one is offended; I'm genuinely happy you like the leaves, I'm just not quite sure what you mean when you say roundness.[/QUOTE]
Look at the green tree on the right, at the top. Instead of being feathery and taping off the leaves look circular, so the top of the tree has a clear roundness to it.
Can I ask, the part where the branch starts is that at the bottom horizontal edge of your image or one of the corners?
One of the corners forces you to have the leaves in a longer thinner shape with tapering at the end.
I would also recommend thinning the trunk a little at the bottom. Good work since they're made from scratch.
This room for a Hazard Course remake is one of my favorites that I've done.
[img_thumb]http://cloud-4.steampowered.com/ugc/49855312059102954/81813BF1EB6F1B66D2D7EABC58CB504FD910FFD8/[/img_thumb]
Any thoughts?
For reference, this is the original:
[img_thumb]http://i.imgur.com/XQYWJVt.png[/img_thumb]
[QUOTE=Crypt19;45562108]This room for a Hazard Course remake is one of my favorites that I've done.
[img_thumb]http://cloud-4.steampowered.com/ugc/49855312059102954/81813BF1EB6F1B66D2D7EABC58CB504FD910FFD8/[/img_thumb]
Any thoughts?
For reference, this is the original:
[img_thumb]http://i.imgur.com/XQYWJVt.png[/img_thumb][/QUOTE]
The water texture looks a bit lousy, but other than that it looks amazing. Real likeness to the original as well.
[QUOTE=Shirky;45562100]He's talking about how you can actually see where youve placed the leaf meshes on the tree because they are too round, and that they dont have the typical shape of a bough.
[/QUOTE]
Ohh I get it. You guys are probably absolutely right. Unfortunately I cant really fix it since I would need to change 6 sets of textures and then generate normals and spec again and it would take hours...
Its really my bad since I didn't ask for criticism earlier.
[QUOTE=Grenade Man;45562444]Ohh I get it. You guys are probably absolutely right. Unfortunately I cant really fix it since I would need to change 6 sets of textures and then generate normals and spec again and it would take hours...
Its really my bad since I didn't ask for criticism earlier.[/QUOTE]
Remake the boughs as models, work your leafy texture magic on that and you can reskin/remodel as necessary. Also much easier to render a normal map with.
You didn't ask for criticism but you're getting it!
I really wouldn't like to clutter up the thread with discussion of my models but what you are basically saying is that I should throw out everything I made so far. You probably understand that I just cant force myself to do that.
I'm going to finish this set since I believe it looks decent, although I now completely acknowledge that it could look much better.
Lucky for you, players don't often look up and probably won't much notice the round leaves way up there. I sure didn't.
[QUOTE=~ZOMG;45562343]The water texture looks a bit lousy[/QUOTE]
I'm kinda surprised you can see it, it's a thin layer, somewhat clear, brown-ish. Maybe you're seeing the concrete beneath it? Thanks, by the way!
Out of boredom I made a scale model of a quantum tech-based, yet old-looking airship out of brushwork (its look was inspired partially by WW2 warships and zeppelins). I could use it in a 3D skybox or something, I might Propper it. Here's a front/side view.
[IMG]http://fc04.deviantart.net/fs71/f/2014/212/7/5/sauspunk_airship___front_view_by_doctornuriel-d7t35p5.jpg[/IMG]
The spotlights rotate and adjust now and then, and the red signal lights blink on and off.
Not really mapping as much as modeling but I don't have anything else to share
[img]http://i.imgur.com/6pAmMEw.png[/img]
I'm making a Maya inspired map and finally found some great reference material :v:
Don't forget the smoothing groups!
[QUOTE=kaskade700;45563709]Not really mapping as much as modeling but I don't have anything else to share
[img]http://i.imgur.com/6pAmMEw.png[/img]
I'm making a Maya inspired map and finally found some great reference material :v:[/QUOTE]
[img]http://puu.sh/aApVl.jpg[/img]
[B]"Kill me."[/B]
[QUOTE=Shirky;45564049]Don't forget the smoothing groups![/QUOTE]
Please tell me all about them or link me to everything I need to learn because I'm just getting into 3dsMax and I have no idea what I'm doing, I just use auto smooth at 30 and stuff looks alright but I have no idea why.
[QUOTE=GameDev;45564115][IMG]http://puu.sh/aApVl.jpg[/IMG]
[B]"Kill me."[/B][/QUOTE]
Not likely mr chicken_pottery, I will imortalize you forever in an obscure CSGO map.
Anyways ingame stuff:
[t]http://i.imgur.com/rKnGmq7.jpg[/t][t]http://i.imgur.com/QOw6ixe.jpg[/t]
[t]http://i.imgur.com/pgPWBFZ.jpg[/t][t]http://i.imgur.com/j2LGPC0.jpg[/t]
Some of them needs a reskinning but I'm happy with what I've got so far.
Some more screenshots, closer to the ground this time:
[img_thumb]http://cloud-4.steampowered.com/ugc/575651636811730785/7DD2984B2477ED255083E69D751556EF43042941/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811732123/27C10BF004E080EF574A1E6ABA31036247A3C312/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811733118/F7AC38B9D91685C207778F18568653D1EDF13A19/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811734192/2BED3609B1F83F5F75DF214385D506B7B32E5982/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811735230/DD8AA5AEA024E56C2C82EFD3F46B26FF1A74A49C/[/img_thumb][img_thumb]http://cloud-4.steampowered.com/ugc/575651636811736242/EBF1D4CD7E8BAB12CBD1D2B1B2FFEFF5B4017608/[/img_thumb]
Second to last shot is an underground bunker/base/whatever that I forgot to mention. One of the railway tracks leads there.
Since some people have asked me about this: I plan to release the map along with the source VMF when it's finished. Hopefully within a month or so.
Been making some trees and signs.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0008.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/4112921/fog0010.jpg[/t]
[QUOTE=Shirky;45565071]Been making some trees and signs.
[t]https://dl.dropboxusercontent.com/u/4112921/fog0008.jpg[/t][/QUOTE]
There is something weird going on with the tree textures, maybe turn off mipmapping and see what happens?
there is a tree there which looks VERY symmetrical, right of the best defined tree on the left.
[QUOTE=mdeceiver79;45565123]There is something weird going on with the tree textures, maybe turn off mipmapping and see what happens?
there is a tree there which looks VERY symmetrical, right of the best defined tree on the left.[/QUOTE]
The tree is a flat plane rotated, thats why its symmetrical.
[QUOTE=Shirky;45565142]The tree is a flat plane rotated, thats why its symmetrical.[/QUOTE]
You mean, the kind of trees you see in those Simpsons Gungame maps?
[QUOTE=Cyberuben;45565170]You mean, the kind of trees you see in those Simpsons Gungame maps?[/QUOTE]
Exactly like that. This is a map where the player is actually in a vehicle being driven by an NPC and you cant get out, so the trees are low detail, but numerous to give the impression of a dense forest.
[QUOTE=Shirky;45565186]Exactly like that. This is a map where the player is actually in a vehicle being driven by an NPC and you cant get out, so the trees are low detail, but numerous to give the impression of a dense forest.[/QUOTE]
Context is everything, seems like it would suffice.
Wouldn't a billboard to better though?
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