• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
What is the best resource for texture creation? Any good tutorials would be greatly appreciated.
[QUOTE=On-A-Freak;45762198]Exactly this. Whew.. finally saved it all. [img_thumb]http://i.imgur.com/YTFehQG.png[/img_thumb] I'll write the vmt's tomorrow. Also i have to do the normal and specular map too for each texture variation. [B]Edit:[/B] Also what looks better? Orange? Blue? Or Booth. I kinda like it with booth colors. [img_thumb]http://i.imgur.com/r9lEzlf.jpg[/img_thumb][/QUOTE] Considering the sign is green, I would say blue. Orange doesn't complement green every well.
[QUOTE=Kosai106;45756836]Posted this in the model/skin wip thread, but realized that it probably fits better here. Unreal Engine 4 is badass! [t]http://puu.sh/b0itC/29bbad8771.jpg[/t][/QUOTE] I'd like to try out Unreal 4, but since they switched to a monthly subscription format that's never going to happen.
[QUOTE=FunnyStarRunner;45763605]I'd like to try out Unreal 4, but since they switched to a monthly subscription format that's never going to happen.[/QUOTE] You only need to pay once and you can keep the engine, you just wont get updates, if you're willing to try it out. If you get into it, the monthly subscription isn't a lot to pay, for a modern video game engine and its tools.
[QUOTE=HoliestCow;45763621]You only need to pay once and you can keep the engine, you just wont get updates, if you're willing to try it out. If you get into it, the monthly subscription isn't a lot to pay, for a modern video game engine and its tools.[/QUOTE] I recall being it $19 each month. I just went on the official website to check and indeed it says 19 per month.
Which is a totally reasonable price. For 1/3rd of a new game you get a powerful tool, a helpful community, big monthly updates, lots of documentation and free content.
Pay $19, get the engine forever.
[QUOTE=On-A-Freak;45762198]Exactly this. Whew.. finally saved it all. [img_thumb]http://i.imgur.com/YTFehQG.png[/img_thumb] I'll write the vmt's tomorrow. Also i have to do the normal and specular map too for each texture variation. [/QUOTE] You should be able to have a "base" plaster texture and then just have VMTs for each color that tint the base. Not 100% sure, going to check it out right now. [editline] 20 minutes later [/editline] It's doable but kills specular, and has a lot of other nasty drawbacks. So far I only use it for very specific cases, this is not one. [vid]http://s.gvid.me/s/2014/08/21/colorplaster_1.webm[/vid]
[QUOTE=glitchvid;45764871]You should be able to have a "base" plaster texture and then just have VMTs for each color that tint the base. Not 100% sure, going to check it out right now.[/QUOTE] Yeah, you can use the [URL="https://developer.valvesoftware.com/wiki/$color"]$color[/URL] parameter to scale the RGB channels of the diffuse texture. It wouldn't work well for the textures with two differently coloured halves, but in those cases I would say that it's better to simply split the brush in two. It sure would save a lot of video memory. [editline]22nd August 2014[/editline] One caveat is that Hammer may decide to only render the untinted base texture, depending on the version you're using. Should work fine in-game, though. I also just realized that VRAD might not take the parameter into account when performing light bounces. That might be worth investigating.
[QUOTE=mdeceiver79;45760955]because its bumps on the texture, a normal map emulates bumps nicely to react to different lighting, to highlight correctly with respect to the light source.[/QUOTE] yes, but this is going into the source engine so
It looks like with all the "next-gen" engines (Unity, Unreal 4) you need to pay for them. I guess I'll be Hammering to the end of time. I hope Valve doesn't price Source 2.
[QUOTE=OfficerLamarr;45766717]It looks like with all the "next-gen" engines (Unity, Unreal 4) you need to pay for them. I guess I'll be Hammering to the end of time. I hope Valve doesn't price Source 2.[/QUOTE] Unreal 4 is like, 20 bucks. That's well worth the price of admission.
[QUOTE=sirdownloadsalot;45767285]Unreal 4 is like, 20 bucks. That's well worth the price of admission.[/QUOTE] 228 dollars per year actually and if you want to release a game using UE4 you will have to give Epic 5% of the of the price per sale.
[QUOTE=OfficerLamarr;45767466]228 dollars per year actually and if you want to release a game using UE4 you will have to give Epic 5% of the of the price per sale.[/QUOTE] IIRC You can cancel your subscription and still get UE4, As for the 5% you can negotiate it I believe if you're a bigger studio or have a popular game.
It still bothers me that almost every-single modern engine is [URL="https://store.unity3d.com/"]costly[/URL], [URL="http://store.steampowered.com/app/220980/"]why can't I find at-least one new engine[/URL] which I can use for free [URL="https://www.unrealengine.com/register"]if I can't dedicate my money to monthly subscriptions[/URL]? So yeah, if I want to make a game without losing around 1000 dollars in just buying the damn engine to work on (And yes I know you can end your subscription with UE4, but it is a bit trouble-ma tic if you don't get updates, don't you think?) I'm limited to Source or Flash. (Sorry if I missed any other modern engines.)
[QUOTE=OfficerLamarr;45767820]It still bothers me that almost every-single modern engine is [URL="https://store.unity3d.com/"]costly[/URL], [URL="http://store.steampowered.com/app/220980/"]why can't I find at-least one new engine[/URL] which I can use for free [URL="https://www.unrealengine.com/register"]if I can't dedicate my money to monthly subscriptions[/URL]? So yeah, if I want to make a game without losing around 1000 dollars in just buying the damn engine to work on (And yes I know you can end your subscription with UE4, but it is a bit trouble-ma tic if you don't get updates, don't you think?) I'm limited to Source or Flash. (Sorry if I missed any other modern engines.)[/QUOTE] Not really? Once you get any version of Unreal 4, you can do whatever you want with it. They're all pretty stable and work fine. You just dont get new features when they release the next version. And where'd you get that 1000 dollars from? Epic only take 5% of your gross revenue. [img]https://de45xmedrsdbp.cloudfront.net/RegisterPage/BarGraph-en-300x226-1507102929.png[/img] In terms of having a major AA engine to use and work with, you're still making a profit there.
If you want to get even more technical, you can't actually make a game with Source without paying for licensing. And up until recently, you actually had to own a Source game (which usually costed - wait for it - about $20!) in order to work with it at all. You're basically complaining that large-scale, versatile, powerful engines aren't free, which is just silly. Not everyone's some guy with no bills to pay and all day free to develop and maintain an engine to hand out for free. They give you potential to make millions and all they ask is $20 up front and a small cut of revenue. That's business. Besides, I'm 99% sure there's a free version of Unity, at least.
[QUOTE=OfficerLamarr;45767820](And yes I know you can end your subscription with UE4, but it is a bit trouble-ma tic if you don't get updates, don't you think?)[/QUOTE] why? you should be used to not getting updates if you're a source / hammer user + if you want to sell a source game you probably have to pay up front and then there's probably a steam exclusivity clause and so that's around 30% royalties at least just for steam
Yeah, if you wanted to sell a source game, it will be 10 fold more expensive to use the engine (with less support) than say Unreal or CryEngine. You need to pay an upfront fee of at least $25000 to even use the Source Engine, which is insane for such an outdated engine. Unreal literally will only cost you $20, and 5% of your revenue, which is still much better than what you would pay for Source. You can use UDK, Unity, Cryengine, all for free. and they are better than Source even with being either broken, old, or not having "pro-features"
While I'm still working on my Nazi map, I decided to kinda shift into another project which is based on a cemetery with buried great grandparents of mine. Custom particle effects, some tinkering with sprites, and func_dustmotes produced a pretty neat effect. I don't see any point in this being on the workshop though for Garry's Mod, so I was thinking of going for Left 4 Dead 2. [img_thumb]https://dl.dropboxusercontent.com/u/73775541/map.jpg[/img_thumb] [img_thumb]https://dl.dropboxusercontent.com/u/73775541/map2.jpg[/img_thumb]
Working on Bank type deal. Please give me your constructive criticize! THANK YOU! [IMG]http://i.imgur.com/U1iPOho.jpg[/IMG] [IMG]http://i.imgur.com/iXlFqpm.jpg[/IMG] [IMG]http://i.imgur.com/K1t5X1K.jpg[/IMG] IF YOU GUYS HAVE ANY IDEAS ON HOW TO MAKE THIS BETTER JUST LET ME KNOW! THANK YOU!
damn, I recognized that immediately. nice job.
[QUOTE=Oda;45770435]Working on Bank type deal. Please give me your constructive criticize! THANK YOU! snip IF YOU GUYS HAVE ANY IDEAS ON HOW TO MAKE THIS BETTER JUST LET ME KNOW! THANK YOU![/QUOTE] Dear god, please center that tree. Everything else is perfect, except change the texture on the thin window awnings to a different texture. They are too thin to be brick or concrete.
Pretty nice, I see where you got your inspiration!
[vid]http://a.pomf.se/rnxxsi.webm[/vid] I made the specular/reflection and bumpmap. It was quite a pain in the ass to tweak them. But i'm fine with this outcome. [img]http://i.imgur.com/oP4MDcL.png[/img] Next stop: New room layouts and lightning tweaks. Also i need new lamp models. (Currently using the models from agency)
i always get nervous when i'm goin to post stuff [T]http://cloud-4.steampowered.com/ugc/25088485437217384/46036AE96614B2F03B43FBE6ABCA61AB94B8AEF9/[/T] [T]http://cloud-4.steampowered.com/ugc/25088485470354917/4C2CBB83710DB93F6FBD7EE2E3BB928AD166BB7E/[/T] [T]http://cloud-4.steampowered.com/ugc/25088485470377264/D55AAA9E17969882B0803B2E928AB74B71E2D3E9/[/T]
[QUOTE=Oda;45770435] IF YOU GUYS HAVE ANY IDEAS ON HOW TO MAKE THIS BETTER JUST LET ME KNOW! THANK YOU![/QUOTE] The scale is a bit off, having reference photos on hand when making it would probably help a lot. Great attention to detail on the ceiling though.
Here is a crappy laggy video of some color variations. I like the blue and orange the most for the lobby. [vid]http://a.pomf.se/yqumwn.webm[/vid] The video is so laggy because i have a shitload of programs open. [img]http://i.imgur.com/AlQHNoI.png[/img]
What orange doesn't go with green T^T
The architecture is great but yeah, your colors are all over the place. It looks like the cinema logo is blue and green; you should stick with those. Keep the black and white furniture and walls as a neutral set, and use blue and green as accent colors or highlights - bonus points if you use them to direct players to the viewing area. You could also ditch one of the colors and just keep the palette simple, neutral greys and browns with a lime green/dark blue highlights. [img]http://www.gamingdaily.co.uk/images/MirrorsEdge-2009-8-16/MirrorsEdge%202009-08-12%2019-22-51-18.jpg[/img] [t]http://www.electricblueskies.com/wp/wp-content/uploads/2013/06/Mirrors_Edge-1080p-Wallpaper-842-CHAPTER-9-THE-SHARD-BLUE-BUILDING-INTERIOR.jpg[/t] If you're aiming for realism and not minimalism, I would use dark velvety reds, dimmed yellow lighting, and lots of earthy brown tones. These are the 3 most common colors in movie theater lobbies, and there's probably a really good reason why but I don't know what it is. [t]http://r204design.com/ideas/wp-content/uploads/2012/02/BH_Cinema_Lobby_Concept.jpg[/t] [t]http://cdn.wdwmagic.com/imgstore/ElementGalleryItems/attractions/Fullsize/AMC-Pleasure-Island-24-Theaters_Full_13575.jpg[/t]
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