The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
[QUOTE=TurtleeyFP;39881871]I don't really understand, but I rated disagree to prefer the first one over the second one. That's what I think you meant.
Purple just looks weird, even if it does catch the eye. You have to think about why there'd be purple when it's orange and brown outside.[/QUOTE]
Agree was for the first image and disagree was for the second, personally I prefer the first one myself but I just needed some reassurance that I was going in the right direction.
[QUOTE=lionheart1066;39880969]Another WIP vsh map i've been working on, trying something different but I can't make my mind up on the lighting, wondering if people can help me out by rating it.
[img_thumb]http://cloud-2.steampowered.com/ugc/902116412907286260/931D85BA3D3A32990B0AD601403B5F54C0065EFF/[/img_thumb]
Agree for first image lighting
[img_thumb]http://cloud-2.steampowered.com/ugc/902116412907089774/FC5AD6195A840D114AF0F3374D5BF27E15FC163D/[/img_thumb]
Disagree for second image lighting[/QUOTE]
Lose that texture tiling.
Also where is the sun? with those long shadows you would expect the sun to be lower(or visible)
Use the first lighting setting but darken the ambient lighting and slightly desaturate the direct lighting.
[img_thumb]http://cloud-2.steampowered.com/ugc/900990969871043994/958E64209CF2F72E687DE71DDCF3D56BC1C3665F/[/img_thumb]
Progress~
Also, I'm trying to figure out what buildings I should put on the giant orange blocks on the East Side of the map. Anyone got any ideas?
[QUOTE=JoeSkylynx;39886274][img_thumb]http://cloud-2.steampowered.com/ugc/900990969871043994/958E64209CF2F72E687DE71DDCF3D56BC1C3665F/[/img_thumb]
Progress~
Also, I'm trying to figure out what buildings I should put on the giant orange blocks on the East Side of the map. Anyone got any ideas?[/QUOTE]
Toilets and a power/transformer building.
Rotate your trees, them having the same angle is painfully obvious. Also vary the models you use and vary the ground texture abit. Grass wouldn't grow directly beneath a conifer when theyre together like that.
Is that green structure based off the tiberium sun construction yards?
[QUOTE=mdeceiver79;39886293]Toilets and a power/transformer building.
Rotate your trees, them having the same angle is painfully obvious. Also vary the models you use and vary the ground texture abit. Grass wouldn't grow directly beneath a conifer when theyre together like that.
Is that green structure based off the tiberium sun construction yards?[/QUOTE]
Not exactly, I was just aiming for some standard hangar type buildings.
i'm bored
[t]http://i.imgur.com/9PrBCfC.jpg[/t]
[t]http://i.imgur.com/VHvrsVS.jpg[/t]
[t]http://i.imgur.com/ixhuzkN.jpg[/t]
[t]http://i.imgur.com/0tPvqPS.jpg[/t]
[t]http://i.imgur.com/CAdAoZF.jpg[/t]
please don't hit me
That's awesome.
The doors look a little out of place, though. Use something more robust and dirty.
4th shot: Put the light entities further from the prop so you don't have that ball of light effect on the wall
usually for proper lighting you'll go with 1 light and 1 light_spot
[QUOTE=eichhornch;39880102]WIP of my new map for our dods sniper server: (Please ignore the shitty 3D skybox :v:)
[IMG_THUMB]http://i.imgur.com/GLLsxpo.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/t2VaUNu.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/TB3VVo2.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/dKrTMMr.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/HnjXav4.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/vgXPqWR.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/lo3Ve06.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/EizWgd3.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/FN2qgrU.jpg[/IMG_THUMB] [IMG_THUMB]http://i.imgur.com/lWhFj6E.jpg[/IMG_THUMB][/QUOTE]
I miss Resistance and Liberation
[T]http://i.imgur.com/LOnTzue.jpg[/T]
[T]http://i.imgur.com/c5iV2ZU.jpg[/T]
I like what I've made, but it just seems a bit bland. Any ideas of how to improve either?
[b]RP_Capex[/b]
Will most likely only be used for Machinima content.
[IMG_THUMB]http://www.engineserver.net/hlcontent/valve/dev_tower_vc10590002.jpg[/IMG_THUMB]
started remaking the apartment of ME3 Citadel, I think the proportions are okay.
[t]http://i.imgur.com/RJtcgnx.jpg[/t]
[QUOTE=SilentlyWeeps;39895299][b]RP_Capex[/b]
Will most likely only be used for Machinima content.
[IMG_THUMB]http://www.engineserver.net/hlcontent/valve/dev_tower_vc10590002.jpg[/IMG_THUMB][/QUOTE]
Incredible. Are you using any custom content?
[QUOTE=TurtleeyFP;39896363]Incredible. Are you using any custom content?[/QUOTE]
I made a few modifications to the default textures, and the orange pipe models are custom
that's about it atm, but their will be more custom stuff added over time.
[QUOTE=Fried Chicken;39895290][T]http://i.imgur.com/LOnTzue.jpg[/T]
[T]http://i.imgur.com/c5iV2ZU.jpg[/T]
I like what I've made, but it just seems a bit bland. Any ideas of how to improve either?[/QUOTE]
I really like what you have in the second picture
What's bland about the room is the light and lack of atmosphere.
Fire casts no smoke;
Light is completely even with no variation
Small details like embers coming off the fire, or a faint cloud of smoke above the torches
As for the lights, you'll need to use more than one type and throw in a faint sprite, make it large
A standard light set to low (under 50) coupled with a very wide very soft spotlight that's brighter than 50 will give the light a sense of direction, rather than every direction
if you play with the fade settings, ie; 50% fade distance, 0% fade distance, and keep the values within the room itself, you could create some very strong contrasts between what's lit and what's not; rather than having light that looks the same everywhere
Throw in a few hours of repetition and hard work, and what you have here will look finals-worthy.
I'll work on a new post that uses pictures to better explain if anyone's interested
[QUOTE=TurtleeyFP;39896363]Incredible. Are you using any custom content?[/QUOTE]
see that mcdonald sign?
[t]http://i.imgur.com/SUnQ2IA.jpg[/t]
I guess that's all for today.
[QUOTE=Anthracite;39898216][t]http://i.imgur.com/SUnQ2IA.jpg[/t]
I guess that's all for today.[/QUOTE]
dat floor is looks like BF3's metro.
[QUOTE=Mkadeshkode;39879964]Hey, I'm back
Been way too long, mapper's block was starting to get hot
Anyone remember that Rp town I tried making a few months back?
[img]http://cloud-2.steampowered.com/ugc/937001548291790027/2B0136D73411BC41D259761ACA93F913DCFEA46E/[/img]
I finally picked it up again and did some solid work today
Keep in mind that it's still pretty darn WIP and all noticeable errors will be removed
Well, here's what I did today
[img]http://cloud-2.steampowered.com/ugc/920130811505905386/80E6050EEA79C1927218DD97967484C6E43DC6A2/[/img]
[img]http://cloud-2.steampowered.com/ugc/920130811506022236/152EA0C0F8D77756C0C08280D7399174E934AF21/[/img]
[img]http://cloud-2.steampowered.com/ugc/920130811505774783/C6CA9F9C3D428136C0AAC9D80C15DE343D9A8551/[/img]
[img]http://cloud-2.steampowered.com/ugc/920130811505739937/F2A076E5FDEA101D659B579B299017EB65C61B46/[/img]
[img]http://cloud-2.steampowered.com/ugc/920130811505742255/25BE7F84FD09A521763CEBC3CEF37226138FF72C/[/img]
Note that the pile of rubble there acts as a ramp, it's all player-clipped so it's as seamless as an actual ramp
Why do I always catch the ass of the page?
Nearly every time I post it's like 3 posts away from a new page.[/QUOTE]
This looked so good without the destroyed building :(
Noshahr Canal for CSGO.
[T]http://cloud-2.steampowered.com/ugc/1082260934544698278/071510F2D77B04C33573BAB4736AE088964514CD/[/T]
[QUOTE=denis11891;39899054]This looked so good without the destroyed building :([/QUOTE]
It's only one part
There's going to be more streets :)
Best water texture to use for an ocean which you can't see the bottom of?
I tried toying around with a couple of different lighting techniques
I like the way they turned out
[img]http://cloud-2.steampowered.com/ugc/919005369267014393/360BFB0739EEFAECEE3F39DBF197C90ED3F51F1E/[/img]
[img]http://cloud-2.steampowered.com/ugc/919005369267021929/3D7C5650B39C62812A974E507A5912EAACEF0637/[/img]
Combining everything I learned in those with help from Mr Anonymous (thanks for the VMF)
I remember some of you FPers telling me to move on from interior to exteriors to larger scale stuff
And here we are, I managed to create some beautiful contrast on a large scale
[img]http://cloud-2.steampowered.com/ugc/884102550924469359/2B186E8BAEF72493A31B22D3F2490F9772F66C23/[/img]
Oh look, I caught the ass end of the thread again, just like the last page :(
Here, have four more pictures
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550924855824/4D9128940DC624435E9C7693F5EF0AB86D8DDED7/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/884102550924859433/8D5663E1D3352587182C6B446EA5368063B84964/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550924864673/622C988DB76F80A9529EB9A17C3DA72D38C2DD0C/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550924865801/FEF8243480686610D4FFC3D8307C52D3CF49724C/[/img_thumb]
[QUOTE=Mkadeshkode;39902465]I tried toying around with a couple of different lighting techniques
I like the way they turned out[/QUOTE]
Wasn't that from the rp map collab?
This is Part of the Theater Map i posted earlier in the old WIP-Thread
[quote]
[img]http://i.imgur.com/cfMnBkx.jpg[/img]
[img]http://i.imgur.com/UXeSiV2.jpg[/img]
[/quote]
Entrance and snack bar.
[quote]
[img]http://i.imgur.com/PdrsXYQ.jpg[/img]
[img]http://i.imgur.com/sB3lrdn.jpg[/img]
[/quote]
The supposed theater hall. It's still empty and i need to tune the lightning a bit.
[QUOTE=Stiffy360;39904290]Wasn't that from the rp map collab?[/QUOTE]
Well I guess I'm the new guy and the collab's still going
Do you guys ever start on a map and find there's no good textures for something and then focus your attention on making said texture, and end up losing interest in the project entirely?
[QUOTE=~ZOMG;39904635]Do you guys ever start on a map and find there's no good textures for something and then focus your attention on making said texture, and end up losing interest in the project entirely?[/QUOTE]
I really can't work on a map unless I'm using the content real-time. Putting placeholders or making everything dev just drives me crazy.
I have to put my mind to it if I wanna block out an area using dev textures, and go back to it hours (days?) later just to apply placeholder textures. No idea how some people work that way. I always detail and optimize as I go along.
I work in sections, like I'll block-out an entire area, then cordon off sections of it and work on those separately
I will then work on the cordoned area until it's near finalised (optimization and all) and I'll move onto a different area to cordon off, or I'll work on a few different sections at the same time
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