The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=TehOwnageFish;46186819]-snip about wall text, my bad-
Also turn on aliasing please, at least for the pictures.[/QUOTE]
View the fullscreen versions. The lack of AA is a product of the image thumbnail (it's not on max AA but it doesn't really negatively affect the screenshots).
[QUOTE=grabbin pills?;46186703]I think you can do better for the top halves of the building, looks like you gave up halfway through because the bottom half is significantly better than the top half. :S[/QUOTE]
Yes you are right. The tower in the original game is significantly higher (and better?). I am just unsure about later performance optimizations.
So do you think i can make it way higher without to worry about the performance?
And sorry about the lack of AA. I just switched from EP2 to gmod and forgot to turn on AA.
[QUOTE=opti2000;46186941]Yes you are right. The tower in the original game is significantly higher (and better?). I am just unsure about later performance optimizations.
So do you think i can make it way higher without to worry about the performance?
And sorry about the lack of AA. I just switched from EP2 to gmod and forgot to turn on AA.[/QUOTE]
Stick the top part in the skybox? Hell, stick the whole tower part in the skybox if it's non-interactable
[QUOTE=opti2000;46186941]Yes you are right. The tower in the original game is significantly higher (and better?). I am just unsure about later performance optimizations.
So do you think i can make it way higher without to worry about the performance?
And sorry about the lack of AA. I just switched from EP2 to gmod and forgot to turn on AA.[/QUOTE]
I doubt making the skyscraper taller or more detail will significantly effect the performance in any way. I would suggest making a custom texture for the top half of the building if you want details but a low brush count. I could see this being made using 2 textures. One texture with only windows and lights, and a second transparent texture for the metal vines that cover the windows overlapping it. You could also make the lights on the outside sprites instead of brushes.
It's pretty nice already, but there are some inconsistencies with the game's model.
[t]http://www.mobygames.com/images/shots/l/522948-deus-ex-human-revolution-windows-screenshot-sarif-industries.jpg[/t]
There's a layer of glass/plastic that has the synapse pattern, then a few feet in does the building start.
[t]http://s.gvid.me/s/2014/10/08/GR2gM.png[/t]
[t]http://s.gvid.me/s/2014/10/08/gh235H%40%25.png[/t]
Walking around the building:
[media]http://www.youtube.com/watch?v=3JO7fgTDOgs[/media]
Only now I actually realize how highly detailed the buildings are.
I'm definitely gonna play it again soon, and perhaps try to pick up my attempt in recreating Alice Garden Pods as an quick distraction project.
I gotta say, opti's recreation has better lighting than the original. The contrast between the blue ambient and yellow lights looks much more interesting than the all-yellow overlay the original has.
ok did a minor update to the map
[t]http://cloud-4.steampowered.com/ugc/32974319794754155/16CA27B6E0A3EEB7668360033B6E5C3F11494C44/[/t][t]http://cloud-4.steampowered.com/ugc/32974319794783844/4877062F70864CFF6889EE9FE412ACFB2E72376F/[/t]
[t]http://cloud-4.steampowered.com/ugc/32974319794789639/77259833C694B5788944AB1B7FF8AD27C74DE45A/[/t][t]http://cloud-4.steampowered.com/ugc/32974319794795260/1E739093F1FA7A624EEA451626AFDBA66E1EC506/[/t]
[t]http://cloud-4.steampowered.com/ugc/32974319794798389/9C9F73442240E3A87AD69F4A8C377217B96A4326/[/t]
also the map is now public, but still in the beta
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=323970493[/url]
Allright, i changed now the height of the tower and made it approximately as tall as the original one.
Also decreased the width of these yellow/orange stripes because they looked a bit too "massive".
[t]http://cloud-4.steampowered.com/ugc/38603820072451659/29DFFF0C4E6FAD132B06423D26592D349E155160/[/t]
It's looking really good. Keep it up.
[editline]9th October 2014[/editline]
My only complaint would be that the A in Sarif is a bit hard to distinguish.
[QUOTE=opti2000;46193589]Allright, i changed now the height of the tower and made it approximately as tall as the original one.
Also decreased the width of these yellow/orange stripes because they looked a bit too "massive".
[t]http://cloud-4.steampowered.com/ugc/38603820072451659/29DFFF0C4E6FAD132B06423D26592D349E155160/[/t][/QUOTE]
Much Better! :D
Started working again on Chernobyl Nuclear Power Plant.
Hopefully I'll actually finish this one..
[img]http://files.1337upload.net/Untitled-1-0de92b.jpg[/img]
[media]http://www.youtube.com/watch?v=8Cgj4Y-WWTE&feature=youtu.be[/media]
Playing around with the atmosphere a bit, and added the chandelier my brother finished.
Not sure if the lightning requires some tweaking yet.
[t]http://i.imgur.com/wGC4D5R.jpg[/t]
Oups, thought this was the Other Engine Pimpage thread. This map is actually UE4.
Who else makes a really nice looking sci fi map using only dev textures, but then has the hardest time texturing it because the dev textures look better?... :I
I find it's often easier to build a scifi setting around the appropriate textures and models rather than the geometry.
[QUOTE=grabbin pills?;46207650]Who else makes a really nice looking sci fi map using only dev textures, but then has the hardest time texturing it because the dev textures look better?... :I[/QUOTE]
I feel you, buddy, I feel you
[QUOTE=grabbin pills?;46207650]Who else makes a really nice looking sci fi map using only dev textures, but then has the hardest time texturing it because the dev textures look better?... :I[/QUOTE]
When i texture any map up I hate it, the Source Dev textures are so sharp and crisp and gorgeous.
[QUOTE=Shirky;46201396][t]http://i.imgur.com/wGC4D5R.jpg[/t]
Oups, thought this was the Other Engine Pimpage thread. This map is actually UE4.[/QUOTE]
UE4 sure is sexy.
[t]http://puu.sh/c6G2C/5e5afdcf46.jpg[/t]
I actually find the lighting to be comparable to Source.
[QUOTE=Kosai106;46208526]UE4 sure is sexy.
[t]http://puu.sh/c6G2C/5e5afdcf46.jpg[/t][/QUOTE]
IMO stocky UE4 looks kind of bad and muddy like UE3, but what's nice about UE4 is you can change things so it doesn't look bad. Like Mirror's Edge and Ethan Carter.
INFRA image dump -AKA we're not dead!.
[T]http://cloud-4.steampowered.com/ugc/22841124121966767/D6E0EDD247881FEA0E779F9B993AF4D08EA1E1D2/[/T]
[T]http://cloud-4.steampowered.com/ugc/545258778354420387/CFF0138EA2A41630936CFCEAFFFC16569E8A67FB/[/T]
[T]http://cloud-4.steampowered.com/ugc/545258778354418015/5C938262F26C692452E1668D52D2633B4000C29D/[/T]
FP special:
[T]http://cloud-4.steampowered.com/ugc/545258778354379155/8E580093025E5FF2D9E03FCDD4C6CFC7086AC947/[/T]
They're too dark. I can understand going for realistic, but I'd prefer to actually be able to see the nice brushwork you've made.
[QUOTE=oskutin;46209182]INFRA image dump -AKA we're not dead!.
-snip-
[/QUOTE]
How did you get the shadows from the blinds like that? Or is this using CS:GO's engine and its just a dynamic light?
Latter.
Those lights come from external light fixtures.
[QUOTE=Stiffy360;46208841]IMO stocky UE4 looks kind of bad and muddy like UE3, but what's nice about UE4 is you can change things so it doesn't look bad. Like Mirror's Edge and Ethan Carter.[/QUOTE]
I agree. I never liked UE3 and most certainly not UDK exactly because everything people made with it looked the same. UE4 however is very customizable from what I've found so far, which I really dig.
[i](And OMG The Vanishing of Ethan Carter sure is beautiful!)[/i]
[QUOTE=Kosai106;46208526]UE4 sure is sexy.
[t]http://puu.sh/c6G2C/5e5afdcf46.jpg[/t][/QUOTE]
Looks nothing different from the csgo version of source tbh
[QUOTE=Shirky;46201396][url=http://puu.sh/c3fop/d10456aa54.jpg][t]http://i.imgur.com/wGC4D5R.jpg[/t][/url]
Oups, thought this was the Other Engine Pimpage thread. This map is actually UE4.[/QUOTE]
Ivan's Secrets : remastered
[editline]11th October 2014[/editline]
[QUOTE=Zovox;46211306]Looks nothing different from the csgo version of source tbh[/QUOTE]
yea because he's using it like source and not taking advantage of any of the rendering features of ue4 atm
[img]http://i.imgur.com/c6EEuJ5.png[/img]
So I picked this old project up and ended up making a tonne of headway with it. Does anybody have any half decent suggestions about learning to do displacements in a manner that would justify it? I know the basics, I just cannot master putting the thing on a mountain and making it not look like I put it on a large lumpy turd. Gonna go with a Castle Skingrad-esque bridge... just gotta master making mountains.
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