• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
Made this bridge for a picture for SFM, not sure if i'm gonna go anywhere with it, but I think it looks neat! [IMG]http://i239.photobucket.com/albums/ff249/Ardowalalin221/bridge_zps9c5f006c.png[/IMG]
The texture repetition is a bit too obvious, upscale the textures a bit/find some larger textures and place some large decals to help hide the repetition.
[QUOTE=Ardowalalin;40895467]Made this bridge for a picture for SFM, not sure if i'm gonna go anywhere with it, but I think it looks neat! [IMG]http://i239.photobucket.com/albums/ff249/Ardowalalin221/bridge_zps9c5f006c.png[/IMG][/QUOTE] needs some more detailing, but it does look promising so far.
So many cars but no proper tracks in garrys mod, decided to fix that. How does the course look, i can still change it fairly easily. [IMG]http://cloud-2.steampowered.com/ugc/633034316992718898/D6E7076B60C315CEC8077A64125F4335696FAB31/[/IMG]
[QUOTE=miika2;40896859]So many cars but no proper tracks in garrys mod, decided to fix that. How does the course look, i can still change it fairly easily. [IMG]http://cloud-2.steampowered.com/ugc/633034316992718898/D6E7076B60C315CEC8077A64125F4335696FAB31/[/IMG][/QUOTE] i'd get really tired of those turns, no freedom
[thumb]http://filesmelt.com/dl/13540830642081628378_2013-06-04_00004.png[/thumb] [thumb] http://filesmelt.com/dl/13540830642081628378_2013-06-04_00005.png[/thumb] some sort of bar.
[QUOTE=miika2;40896859]So many cars but no proper tracks in garrys mod, decided to fix that. How does the course look, i can still change it fairly easily. [IMG]http://cloud-2.steampowered.com/ugc/633034316992718898/D6E7076B60C315CEC8077A64125F4335696FAB31/[/IMG][/QUOTE] [IMG]http://i1366.photobucket.com/albums/r769/miika2n/course_zpsb919b3fd.jpg~original[/IMG] Draw your suggestions here if you have any, otherwise i will begin to copypaste trees.
Make the road looping, would make it much more useful. Also add some alternative dirt paths from a curve to another.
[QUOTE=miika2;40897966][IMG]http://i1366.photobucket.com/albums/r769/miika2n/course_zpsb919b3fd.jpg~original[/IMG] Draw your suggestions here if you have any, otherwise i will begin to copypaste trees.[/QUOTE] [img]http://videokeman.com/image/pics/TokyoDriftsongPics1KLWB4B63sPJCM.jpg[/img]
[QUOTE=Azzator;40897141][thumb]http://filesmelt.com/dl/13540830642081628378_2013-06-04_00004.png[/thumb] [thumb] http://filesmelt.com/dl/13540830642081628378_2013-06-04_00005.png[/thumb] some sort of bar.[/QUOTE] This reminds me is the guy who was working on shepards apartment map still working on that ? Also cant wait to see this one finished :D we really need to get some more use out of all them ME props
[QUOTE=sirdownloadsalot;40874646]I agree, so I added a bit of wear and tear to the tiles this time around. [t]http://i.imgur.com/IXsP31j.jpg[/t] [t]http://i.imgur.com/l5f8vCe.jpg[/t][/QUOTE] I think i know where you got the Photo references from. [t]http://cdn.hark.com/images/001/283/212/1283212/fat-bastard-left-a-floater_clink_large.jpg[/t]
[QUOTE=LATTEH;40899001]I think i know where you got the Photo references from. [t]http://cdn.hark.com/images/001/283/212/1283212/fat-bastard-left-a-floater_clink_large.jpg[/t][/QUOTE] Oh my god that is really similar. To be honest I was referrencing from the Darkness 2 Asylum segments, but that works sure.
[QUOTE=miika2;40896859]So many cars but no proper tracks in garrys mod, decided to fix that. How does the course look, i can still change it fairly easily. [IMG]http://cloud-2.steampowered.com/ugc/633034316992718898/D6E7076B60C315CEC8077A64125F4335696FAB31/[/IMG][/QUOTE] You make road in blender and evrything else in hammer or it is all 3d model ?
[QUOTE=GrayBlack;40899687]You make road in blender and evrything else in hammer or it is all 3d model ?[/QUOTE] Road made in blender and exported to hammer.
So it is possible to make stuff in blender and use it as brush in hammer ? And how do you match displacements with the road ?
[QUOTE=GrayBlack;40900029]So it is possible to make stuff in blender and use it as brush in hammer ? And how do you match displacements with the road ?[/QUOTE] you just elevate them with the transform tools? it's not that hard.
I guess matching all that long ass road manually requires alot of patience and presicion to avoid gaps Is there any other way ? And can I see how wide that road ? Can I have a closeup screenshot with car on it ?
[QUOTE=GrayBlack;40900083]I guess matching all that long ass road manually requires alot of patience and presicion to avoid gaps Is there any other way ? And can I see how wide that road ? Can I have a closeup screenshot with car on it ?[/QUOTE] I've seen overlays used as roads on displacements before. you could try that instead of brushes.
[QUOTE=SickBow;40901825]I've seen overlays used as roads on displacements before. you could try that instead of brushes.[/QUOTE] You would quickly hit the limit.
[QUOTE=GrayBlack;40900083]I guess matching all that long ass road manually requires alot of patience and presicion to avoid gaps Is there any other way ? And can I see how wide that road ? Can I have a closeup screenshot with car on it ?[/QUOTE] Since the roads are models, it's going to be easy to align them since you're free from the constraints of the grid and the problems with going off-grid. There may be gaps, but they'll more likely be unnoticeable if not non-existent altogether. However, if you're going to lay down the roads as brushwork, that's a different story; it's definitely more harder and time consuming, which is probably why he decided to go with models.
[img]http://i.imgur.com/PGkzi2T.gif[/img] the lighting here turned out pretty good i think
-frrt-
[QUOTE=Furnost;40906005]This seemed to be the best place for this so...yeah Decided to do mapping for Amnesia, have pretty much no experience beforehand so would love some C&C, may or may not be completely horrible Main concern right now is the lighting, especially the window, don't think I'm entirely done with the room(s) and I'm still far off from where I want to bring this (still only have 2 rooms done right now as you can see and I'm still slowly learning as I go along) [/QUOTE] [url]http://facepunch.com/showthread.php?t=1207337[/url]
didn't see that since it was a bit far down the page then
[QUOTE=sirdownloadsalot;40899278]Oh my god that is really similar. To be honest I was referrencing from the Darkness 2 Asylum segments, but that works sure.[/QUOTE] precisely what first came to mind when I saw your map, I'd say you got it down pretty well
[t]http://i.imgur.com/DcS1xYw.jpg[/t] nailed it
I'm guessing most of you are mapping just for fun but seeing the same default textures and models over and over will never make a good map.
[QUOTE=CRASHFORT;40912258]I'm guessing most of you are mapping just for fun but seeing the same default textures and models over and over will never make a good map.[/QUOTE] on my end - i never learned modeling, and it feels like it's too late now. there are a lot of custom textures however
[QUOTE=CRASHFORT;40912258]I'm guessing most of you are mapping just for fun but seeing the same default textures and models over and over will never make a good map.[/QUOTE] This says a lot about your mapping ability, because a decent mapper can make a beautiful map with a set of textures consisting of varying shades of grey.
[QUOTE=~ZOMG;40912342]This says a lot about your mapping ability, because a decent mapper can make a beautiful map with a set of textures consisting of varying shades of grey.[/QUOTE] Default content that is around 9 years old and has been featured in thousands of maps that even more has seen will not produce quality. HL2 is the only game I can say this to though, HL1 still has a wide variety of uses - must be the vast difference in rendering and use of models.
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