• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Stiffy360;45858930]need better trees [IMG]http://cloud-4.steampowered.com/ugc/46481217757897318/C633B9DAEE4F77095B4FA543033C8509B82DD6B4/[/IMG][/QUOTE] That cliff is so well made I saw it and had a sudden urge to eat a clif bar.
[QUOTE=Stiffy360;45858930]need better trees [IMG]http://cloud-4.steampowered.com/ugc/46481217757897318/C633B9DAEE4F77095B4FA543033C8509B82DD6B4/[/IMG][/QUOTE] I'd very much like to see it as plain brushwork and without models. [editline]31st August 2014[/editline] For analytical purposes.
here it is I guess [t]http://i.imgur.com/6QphVqa.jpg[/t]
[QUOTE=Stiffy360;45861718]here it is I guess [t]http://i.imgur.com/6QphVqa.jpg[/t][/QUOTE] Is it just me or do the overlapping brushes frighten anybody? I know they are displacements, but something about the overlapping just kills me.
I never let displacements overlap because I don't like the texture seams and blotched lighting.
Still better to have some slightly overlapping displacements than extremely unrealistic rp_downtown_v4c-like rock walls. :L These lighting seams can be slightly fixed by grass sprites and placing rock models using the same texture as the displacement. + More ttt_riverside! I tried changing the fog and using the semi-transparent gradient, but it looked crap, so I'm going to keep this fog. Also, any suggestions for map features? So far, players are given one random TTT weapon on spawning, and can get another by opening the gun/ammo crates scattered around the map - this makes the server performance better, as the lower amount of physics props doesn't lag it that much until all of the crates are opened. :v: Regarding Traitor stuff, there is a moderately sadistic device which is a carriable engine with a sawblade attached or satchel charges. [T]https://dl.dropboxusercontent.com/u/33369101/ttt_riverside/Screenshots/1/ttt_riverside_dev_a370007.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/ttt_riverside/Screenshots/1/ttt_riverside_dev_a370009.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/ttt_riverside/Screenshots/1/ttt_riverside_dev_a370003.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/ttt_riverside/Screenshots/1/ttt_riverside_dev_a370011.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/ttt_riverside/Screenshots/1/ttt_riverside_dev_a370008.jpg[/T] [T]https://dl.dropboxusercontent.com/u/33369101/ttt_riverside/Screenshots/1/ttt_riverside_dev_a300001.jpg[/T]
so after i realized that artifacts don't fuck up shopped pictures decided to redesign the european styled condo block well i would improve it somehow, but anyways i'm still satisfied with the result [t]http://cloud-4.steampowered.com/ugc/36348118612645791/BD24A0FFFA5A34F61C084B20EB45DF118CDBF283/[/t] [t]http://cloud-4.steampowered.com/ugc/36348118612666379/7B12E96C1D071346FA7D8C34C6F814222D83D8F4/[/t] [t]http://cloud-4.steampowered.com/ugc/36348118612683945/412727CF21F796A5930C5C314D40573124DAF69C/[/t] [t]http://cloud-4.steampowered.com/ugc/36348118612706156/E52570C0A073F08C6DBE159041AFC4AFA8737EEA/[/t]
[QUOTE=EddieLTU;45863468]so after i realized that artifacts don't fuck up shopped pictures decided to redesign the european styled condo block well i would improve it somehow, but anyways i'm still satisfied with the result snip[/QUOTE] I think the normal map is backwards on the brick? The brick mortar sticks out farther than the brick, but that might be intentional for that kinds of brick.
You should also tone the bumpmap down, it's extremely rough and unrealistic at the moment. Also, what mipmapping style are you using? It looks like mipmapping isn't even enabled for the texture. Also also, you should use self-shadowing bumpmaps instead of the regular ones, as they're more dynamic and perform better.
So I opened hammer for the first time in a few months. CC? Cubemaps [IMG]http://i.imgur.com/fNeWmIC.jpg[/IMG] [IMG]http://i.imgur.com/x7elJVJ.jpg[/IMG] HDR no cubemaps [IMG]http://i.imgur.com/Xc9QKBq.jpg[/IMG] [IMG]http://i.imgur.com/U38h2X2.jpg[/IMG]
[QUOTE=Hellsten;45862953]I never let displacements overlap because I don't like the texture seams and blotched lighting.[/QUOTE] If you do it right texture seams are unnoticeable. And you still get seams with sewn displacements, so it doesn't really matter.
[QUOTE=Stiffy360;45864720]If you do it right texture seams are unnoticeable. And you still get seams with sewn displacements, so it doesn't really matter.[/QUOTE] How do you go about avoiding lighting issues? I would go this route if I could get around that.
This was such a bitchy thing to make [t]http://puu.sh/bhroz/2c035c0069.png[/t] Result was worth it though [t]http://puu.sh/bhszk/38cf605178.jpg[/t]
[QUOTE=FalseLogic;45865273]This was such a bitchy thing to make [t]http://puu.sh/bhroz/2c035c0069.png[/t] Result was worth it though [t]http://puu.sh/bhszk/38cf605178.jpg[/t][/QUOTE] Just use arch tool? [QUOTE=Jazer;45865267]How do you go about avoiding lighting issues? I would go this route if I could get around that.[/QUOTE] intersecting displacements only leak light because there's no shadow and it lights one of the lightmap squares. To avoid blobby shadows you can either disable shadows from that object, align it to the lightmap to an extent, or cover it with models.
[QUOTE=FalseLogic;45865273][t]http://puu.sh/bhszk/38cf605178.jpg[/t][/QUOTE] Do you use any particular techniques making surf ramps like that? I've tried in the past but they always end up looking strange or acting weird when surfing on them.
Can't use arch tool cause it's a surf ramp. The trick is that since the ramp has a "window" i had to slice each segment where they intersected. The whole thing is covered in overlapping playerclips though so it surfs smooth. Here's in game: [t]http://puu.sh/bhyx2/ff1b58221c.jpg[/t] [QUOTE=leontodd;45865942]Do you use any particular techniques making surf ramps like that? I've tried in the past but they always end up looking strange or acting weird when surfing on them.[/QUOTE] Yeah, I can write up a tut, but I've gotta go to work now. Maybe when I get home.
[QUOTE=FalseLogic;45866104]Can't use arch tool cause it's a surf ramp. The trick is that since the ramp has a "window" i had to slice each segment where they intersected. The whole thing is covered in overlapping playerclips though so it surfs smooth. Here's in game: [t]http://puu.sh/bhyx2/ff1b58221c.jpg[/t] Yeah, I can write up a tut, but I've gotta go to work now. Maybe when I get home.[/QUOTE] Ah, that makes sense, couldn't really see what you were making from the perspective you gave. sounds like a great way to increase your brush count. (you could try models.)
Yeah, gonna run my ramps through propper.
I haven't used propper since I updated it for steampipe... hm....
For environments couldn't you just do what valve did in episode 2 where they clamp x or y to allow the displacements to not have any harsh texture seams?
[img]https://dl.dropboxusercontent.com/u/5479044/crap.jpg[/img]
[QUOTE=Armageddon104;45868179][img]https://dl.dropboxusercontent.com/u/5479044/crap.jpg[/img][/QUOTE] That is straight up what I thought of it when he said need other trees.
[QUOTE=Stiffy360;45858930]need better trees [IMG]http://cloud-4.steampowered.com/ugc/46481217757897318/C633B9DAEE4F77095B4FA543033C8509B82DD6B4/[/IMG][/QUOTE] Teach me your ways! Love your trees too!
[QUOTE=Armageddon104;45868179][img]https://dl.dropboxusercontent.com/u/5479044/crap.jpg[/img][/QUOTE] Awww.. Maaan I wanted to make that joke... I am too late :/
3CPAD map for TF2. I used the flat dev textures (and made custom red, blue, and orange ones) just to try it and I gotta say, I'm very pleased with the result. It's a VVIS-less compile so the lighting isn't amazing, but dang I love the AO-like aspect of it. [t]http://i.imgur.com/dadMKZM.jpg[/t] [t]http://i.imgur.com/mw0mrZx.jpg[/t] [t]http://i.imgur.com/ofbkpqK.jpg[/t] [t]http://i.imgur.com/tgNW4wI.jpg[/t] [t]http://i.imgur.com/IfC5Pej.jpg[/t] Seriously, just look at it: [t]http://i.imgur.com/yDQio48.jpg[/t] [t]http://i.imgur.com/JL9PjJJ.jpg[/t] [t]http://i.imgur.com/2PWEAcB.jpg[/t] [t]http://i.imgur.com/AuuVQ2C.jpg[/t] [url=http://forums.tf2maps.net/showthread.php?t=23247]TF2M thread if you're interested[/url]
purdy [t]http://i.imgur.com/2hNL3OH.png[/t]
Honestly thought I was the only one who mapped that obsessively. [t]http://puu.sh/bj7nx/6613a743e4.jpg[/t]
Once you witness the wonders of nodraw, you never go back.
Currently working on the first Official map for Abyss. WOOO! lol [t]http://i.imgur.com/yvhThU0.png•[/t] Should have the first few compiled screenshot within a week.
-snip- late already been done
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