• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Less sure, but still really ugly.
[QUOTE=Giraffen93;40730484]I always forget to replace it. It's less noticeable on the ground though. [t]http://i.imgur.com/S1zDSkd.jpg[/t][/QUOTE] Ooh, is that Midgaard? Awesome mod.
[QUOTE=WingedTurtle;40732039]Ooh, is that Midgaard? Awesome mod.[/QUOTE] You heard about it? That's cool. [editline]22nd May 2013[/editline] There's a surprising lack of high-res cliff textures, but i guess this is better. [t]http://i.imgur.com/3MO2ZJQ.jpg[/t]
[QUOTE=Giraffen93;40732088]You heard about it? That's cool. [editline]22nd May 2013[/editline] There's a surprising lack of high-res cliff textures, but i guess this is better. [t]http://i.imgur.com/3MO2ZJQ.jpg[/t][/QUOTE] Okay, you can't see much in your screenshots. Not saying that your mapping is bad OR good, I literally can't tell except from a few portions of the areas that actually have light on them you can't really determine if it is good or not.
[QUOTE=Armageddon104;40722226]What happened to that mansion and survival horror mod you were doing, the content looked some amazing. Also that snowy mountain in the last map you posted you were going to explain how it was made... EDIT: Oh wait, was that Fewes? EDIT EDIT: Oh page king, here's some derp crap I made. [/QUOTE] fewes is responsible for the apartments. the snowy mountain one was mine. pm me if you have any questions about it.
[QUOTE=TH3_L33T;40732990]Okay, you can't see much in your screenshots. Not saying that your mapping is bad OR good, I literally can't tell except from a few portions of the areas that actually have light on them you can't really determine if it is good or not.[/QUOTE] TN monitor i presume? [t]http://i.imgur.com/UYRaTla.jpg[/t]
[QUOTE=Marajin;40729241]It's not an exact remake and I know it's by far not as ambitious or artistic as other peoples work in this thread. This is more of a little thing i always wanted to do and I wanted to get back into Hammer. But I'll try to add mor detail, thanks for your input. I found [URL="http://steam.gamebanana.com/news/20651"]this[/URL] in another thread, so i guess I'm okay? Here's a little bit of improved lighting, I think I like it. [t]http://i.imgur.com/40UuFmh.jpg[/t][/QUOTE] Much, much better! Thank you for taking the advice sincerely.
making a dragrace map for garrys mod because drag racing in that game is fun as hell anyways there's some garages you can build your cars in peacefully away from other players. they feel kind of mellow and nice [t]http://files.1337upload.net/hl2_2013-05-21_20-51-33-85.png[/t] players are meant to work as teams. orange, green, blue, and white. there are 4 assembly buildings for players to use. [t]http://files.1337upload.net/hl2_2013-05-21_20-51-56-35.png[/t] it's pretty long for gmod drag racing standards [t]http://files.1337upload.net/hl2_2013-05-21_20-52-08-44.png[/t] planned parts are here in this helpful directory [t]http://files.1337upload.net/hl2_2013-05-21_20-52-38-06.png[/t] yeah i know about the stadium lights burning your eyeballs out. i'm working on it.
[thumb]http://cloud-2.steampowered.com/ugc/1083393175993203380/7950FEED7354EA8B2555E77EE2B847B7778469B2/[/thumb] Ehhhhhhhhhh...
[QUOTE=HoliestCow;40714441]CS:GO map ive been recently working on again. I added an outside area. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=125608981[/url] [thumb]http://i.imgur.com/ucN8Pgw.jpg[/thumb] [/QUOTE] nice copy paste of that background building from cs_office
[QUOTE=Giraffen93;40733155]TN monitor i presume? [/QUOTE] The Jpg compression probably isn't helping with visibility on the dark image.
[QUOTE=glitchvid;40739251]The Jpg compression probably isn't helping with visibility on the dark image.[/QUOTE] I'm at work right now and looking at it on this monitor i can just see the lights. Totally worth it with a U2711. I could brighten them up next time i post.
[QUOTE=Armageddon104;40723443]I'd think you of all people Max would know to turn on AA. :v: Also thanks for the advice Azzator.[/QUOTE] SFM's work camera doesn't have AA!
[t]http://i.imgur.com/o1mrsmU.jpg[/t] Better brightness? Whatever. I need to make this detailed, any tips? I'm terrible at this.
Support beams and columns, awnings, gutters, extrude some portions of the building, shrubbery, outdoor furniture, etc; Basically just think what would go along with the theme of your map/brushwork. I also find reference photos really helpful in trying to nail the look I'm aiming for. Your map looks really blocky right now, and the lack of detail makes it look even worse. Also, light is very rarely, if not ever, pure white. From what I gather, it's often tinted blue or orange/yellow.
[QUOTE=Azzator;40740872]Support beams and columns, awnings, gutters, extrude some portions of the building, shrubbery, outdoor furniture, etc; Basically just think what would go along with the theme of your map/brushwork. I also find reference photos really helpful in trying to nail the look I'm aiming for. Your map looks really blocky right now, and the lack of detail makes it look even worse. Also, light is very rarely, if not ever, pure white. From what I gather, it's often tinted blue or orange/yellow.[/QUOTE] I haven't used any reference photos, i could try finding some. The lights are tinted blue.
Think about it, what's the first thing you notice in this picture? The building. Oh wait it's flat :o! Break up the geometry as Azzator said, you can extrude the ridges at the top of the brick texture and add actual windows to give it more depth. Add some varying detail, places are not completely symmetrical. Add random emergency exits, broken windows, A/C units, and unless you scrub the concrete outside your home there should be dirt stains scattered about. Use shadows to your advantage. You have a dark map so light will come from specific sources. Use them to create nifty shadows that'll catch the player's interest. edit: going on what Azzator said about the lights as well. In a building that looks fairly old, I doubt there would be <cool> outside lights. Exterior/Flood lights are usually yellow/orange.
[QUOTE=devastated;40741191]Think about it, what's the first thing you notice in this picture? The building. Oh wait it's flat :o! Break up the geometry as Azzator said, you can extrude the ridges at the top of the brick texture and add actual windows to give it more depth. Add some varying detail, places are completely symmetrical. Add random emergency exits, broken windows, A/C units, and unless you scrub the concrete outside your home there should be dirt stains scattered about. Use shadows to your advantage. You have a dark map so light will come from specific sources. Use them to create nifty shadows that'll catch the player's interest. edit: going on what Azzator said about the lights as well. In a building that looks fairly old, I doubt there would be <cool> outside lights. Exterior/Flood lights are usually yellow/orange.[/QUOTE] The map does however run at a pretty low fps already, can't add too much stuff. Mapping large outdoor areas are a bitch. Decals would work, yeah. [editline]22nd May 2013[/editline] [t]http://i.imgur.com/bZGJ1do.jpg[/t]
Are you using fog?
[QUOTE=devastated;40741308]Are you using fog?[/QUOTE] Yeah. can't use z-clipping though, stuff infront of me just abruptly disappears.
[QUOTE=Giraffen93;40741333]Yeah. can't use z-clipping though, stuff infront of me just abruptly disappears.[/QUOTE] You can avoid that using a 3d skybox with exactly the same fog-settings as the actual map. Just make sure the terrain in the skybox kinda goes under the real map. This makes the Z-clipping un-noticeable if you have the correct settings, seeing as the Z-clipping doesn't apply to the 3d skybox.
[QUOTE=ashton93;40741475]You can avoid that using a 3d skybox with exactly the same fog-settings as the actual map. Just make sure the terrain in the skybox kinda goes under the real map. This makes the Z-clipping un-noticeable if you have the correct settings, seeing as the Z-clipping doesn't apply to the 3d skybox.[/QUOTE] I don't have any terrain the skybox, i made a cloud sphere in it instead. You're saying i'm gonna make a lowpoly map in the skybox or what?
[QUOTE=Giraffen93;40741495]I don't have any terrain the skybox, i made a cloud sphere in it instead. You're saying i'm gonna make a lowpoly map in the skybox or what?[/QUOTE] Yes, that usually works for me. Make a landscape using displacements, I believe Valve does something like the technique I described in their official maps where its needed, also seen it been done in several mods.
[QUOTE=ashton93;40743417]Yes, that usually works for me. Make a landscape using displacements, I believe Valve does something like the technique I described in their official maps where its needed, also seen it been done in several mods.[/QUOTE] so you mean like it would cover the z-clip plane? wouldn't that look pretty bad though?
[QUOTE=Giraffen93;40743449]so you mean like it would cover the z-clip plane? wouldn't that look pretty bad though?[/QUOTE] Not if the terrain in your skybox kinda "goes over" the edges of your actual map (basically make the terrain stretch higher into the air than your actual map, like as if it was placed in a valley or something) Also you have to make sure the color of your skybox and fog matches perfectly. Here's an old crappy example of mine, the z-clip thing starts just behind those rocks you see in the distance, and the skybox trick covers it completely: [t]http://i.imgur.com/QAqw64I.jpg[/t]
[QUOTE=ashton93;40743646]Not if the terrain in your skybox kinda "goes over" the edges of your actual map (basically make the terrain stretch higher into the air than your actual map, like as if it was placed in a valley or something) Also you have to make sure the color of your skybox and fog matches perfectly. Here's an old crappy example of mine, the z-clip thing starts just behind those rocks you see in the distance, and the skybox trick covers it completely: [t]http://i.imgur.com/QAqw64I.jpg[/t][/QUOTE] oh okay it's pretty much in a field though, with some small ridges as of now, could change it up a bit
[QUOTE=Giraffen93;40743682]oh okay it's pretty much in a field though, with some small ridges as of now, could change it up a bit[/QUOTE] With a lil' tweaking Im sure you can do it just fine if you choose the method I explained.
[QUOTE=ashton93;40743732]With a lil' tweaking Im sure you can do it just fine if you choose the method I explained.[/QUOTE] [t]http://i.imgur.com/k1krRGr.jpg[/t] didn't help much, the mountains would be huge and that would only look bad
[QUOTE=Giraffen93;40743974][t]http://i.imgur.com/k1krRGr.jpg[/t] didn't help much, the mountains would be huge and that would only look bad[/QUOTE] I would definitely nerf those point_spotlights, either that or add heavy fog. When light is visible like that, it's because it's hitting bigger particles in the air caused by fog, snow, rain or smoke. Also, hello Mapping Section!
[QUOTE=Magra55;40746429]I would definitely nerf those point_spotlights, either that or add heavy fog. When light is visible like that, it's because it's hitting bigger particles in the air caused by fog, snow, rain or smoke. Also, hello Mapping Section![/QUOTE] [t]http://i.imgur.com/Xhy5aIT.jpg[/t] damn hard to get those colors right without a proper alpha setting
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