The ~Official~ Facepunch Map Pimpage/WIP Thread V15
10,763 replies, posted
I've been experimenting with fog and weird architectural designs
[img]http://cloud-2.steampowered.com/ugc/866088152403198038/7DAAF4C7C8D5B60B1321A8D807D09FBC87CD6CBD/[/img]
Eeew, I just realized the amount of unaligned textures. Going to fix that.
That sign at the top looks unattractive, it doesn't need to be that thick. Also the camera angle in the picture is really shoddy, brings more attention to the floor than anything.
Other than that, good start.
[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]
This should be the new facepunch mapper moto.
[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 just about never use default textures for anything, aside from the useful textures like dev, truss/supports, and some metal and signs. So I always end up making my own textures for everything I need, although it doesnt make me lose interest it gets me more in the mood and helps me build the atmosphere.
Speaking of textures, could anyone give me some crits on this sort of chrome-y metal trim texture thing? It's 100% made in Photoshop, no photo textures used or anything, so it looks a little cartoony.
First time I made it the diffuse was essentially just like the spec but darker and it looked weird so I put some fake lighting on there but I'm worried it might look wrong.
[img]http://i.imgur.com/OjoJGqG.png[/img]
[QUOTE=NotExactly;39906817]Speaking of textures, could anyone give me some crits on this sort of chrome-y metal trim texture thing? It's 100% made in Photoshop, no photo textures used or anything, so it looks a little cartoony.
First time I made it the diffuse was essentially just like the spec but darker and it looked weird so I put some fake lighting on there but I'm worried it might look wrong.
[img]http://i.imgur.com/OjoJGqG.png[/img][/QUOTE]
Needs more fine-detail contrast, that's why it looks cartoon-y.
Made a fast 30-minutes project.
[IMG]http://cloud-2.steampowered.com/ugc/558717477855126124/90FA3A462393FDACC97BB8EEB07AC554395BBD5A/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/558717477855100820/B42C089C4236D87C6DD293306CDD932B6B89D379/[/IMG]
[QUOTE=jeopardy2630;39909687]Made a fast 30-minutes project.
[IMG]http://cloud-2.steampowered.com/ugc/558717477855126124/90FA3A462393FDACC97BB8EEB07AC554395BBD5A/[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/558717477855100820/B42C089C4236D87C6DD293306CDD932B6B89D379/[/IMG][/QUOTE]
Looks alright, but you but should consider turning up the graphics if you're going to showcase it.
[editline]14th March 2013[/editline]
I don't want to be picky, it's just that lack of AA just bugs me.
[QUOTE=StarmanSuper;39909876]Looks alright, but you but should consider turning up the graphics if you're going to showcase it.
[editline]14th March 2013[/editline]
I don't want to be picky, it's just that lack of AA just bugs me.[/QUOTE]
Hmm, I might have forgotten to turn the graphics up. I'll do that next time, I totally forgot about it.
Thanks!
[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]
what you can do is separate the design process from the art process entirely and take them on one at a time
[QUOTE=glitchvid;39907088]Needs more fine-detail contrast, that's why it looks cartoon-y.[/QUOTE]
Any techniques you'd recommend for getting that?
[QUOTE=NotExactly;39911475]Any techniques you'd recommend for getting that?[/QUOTE]
Some kinda overlay on the specular map maybe?
[QUOTE=NotExactly;39911475]Any techniques you'd recommend for getting that?[/QUOTE]
Grunge photoshop brushes, or any brushes meant to detail things up.
Firstly, thanks for the criticism, Mkadeshkode!
And secondly, pictures.
[T]http://i.imgur.com/9ZK3rpT.jpg[/T]
[T]http://i.imgur.com/YczXrkj.jpg[/T]
[QUOTE=Fried Chicken;39913774]Firstly, thanks for the criticism, Mkadeshkode!
And secondly, pictures.
[T]http://i.imgur.com/9ZK3rpT.jpg[/T]
[T]http://i.imgur.com/YczXrkj.jpg[/T][/QUOTE]
I'll focus on the cave image.
Apply smoothing groups to the column on the left with the torch on it.
Either scale down the wall texture on right or make it abit more 3d (model or brush based bricks)
Add some kind of beams across the ceiling or roots dangling down.
Are sprites hard to get right or do Source sprites just suck?
[img]http://cloud-2.steampowered.com/ugc/884102550941708786/47C630F0603252C8CEA74688BE1F287DB49C785F/[/img]
If it's the latter, would someone be able to link me to a sprite pack?
[b]Edit[/b]
Found a temporary fix, just gotta tweak it till it looks right and that'll be that
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550941924369/5E5603C474EFD09AB55D4D45D54DB153DB67A2D8/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550941929005/07C5F098CE30F2C99D679DE49B2A5F7A26A9825D/[/img_thumb]
The basic brushwork is mostly done.
[quote]
[img]http://i.imgur.com/JAqhaw4.jpg[/img]
[img]http://i.imgur.com/5qwymOY.jpg[/img]
[img]http://i.imgur.com/29eFcUL.jpg[/img]
[/quote]
[QUOTE=Mkadeshkode;39914320]Are sprites hard to get right or do Source sprites just suck?
[/QUOTE]
I think it's just that particular sprite, some sprite textures aren't really cut out for lighting effects, try some other ones. Also try making the sprite the same "or similar" color of the light.
Switched dev PC's for this map, made some improvements
Still gotta lower the sprite radius a bit. Needs optimization.
[t]https://dl.dropbox.com/u/13825278/2013-03-14_00001.jpg[/t]
I'm definitely going with the JP theme now. It just fits.
Another supermarket filled with sandviches
[IMG_THUMB]http://www.engineserver.net/hlcontent/valve/dm_foodcasket_v60001.jpg[/IMG_THUMB]
[QUOTE=Mkadeshkode;39914320]Are sprites hard to get right or do Source sprites just suck?
[img]http://cloud-2.steampowered.com/ugc/884102550941708786/47C630F0603252C8CEA74688BE1F287DB49C785F/[/img]
If it's the latter, would someone be able to link me to a sprite pack?
[b]Edit[/b]
Found a temporary fix, just gotta tweak it till it looks right and that'll be that
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550941924369/5E5603C474EFD09AB55D4D45D54DB153DB67A2D8/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/884102550941929005/07C5F098CE30F2C99D679DE49B2A5F7A26A9825D/[/img_thumb][/QUOTE]
You got some decals that arent working on the last pic
[QUOTE=MaddaCheeb;39918416]Switched dev PC's for this map, made some improvements
Still gotta lower the sprite radius a bit. Needs optimization.
[t]https://dl.dropbox.com/u/13825278/2013-03-14_00001.jpg[/t]
I'm definitely going with the JP theme now. It just fits.[/QUOTE]
what's up with the grass being too green, also add some dirt to the vehicle
[QUOTE=GoldPlatinum;39920563]what's up with the grass being too green, also add some dirt to the vehicle[/QUOTE]
Don't be too fussy, there's limited resources
[QUOTE=Callinstead;39915818]I think it's just that particular sprite, some sprite textures aren't really cut out for lighting effects, try some other ones. Also try making the sprite the same "or similar" color of the light.[/QUOTE]
try ones that have a higher resolution, also fit more the color and make them more transparent
[QUOTE=GoldPlatinum;39920563]what's up with the grass being too green, also add some dirt to the vehicle[/QUOTE]
The grass is ultra-green because there's lights from the jeep illuminating it.
And I got the low rez jeep model from the old version of that jurassic life mod that still has the first map up on gmod.org. The new ones they have look much better but the mod hasn't been released yet.
Had a little fun with parenting and door-like brushwork, uploaded a video too... if you can see anything. (Sorry about rotation speed of the wheels and the weird mute sounds bug. :v:)
[url]http://www.youtube.com/watch?v=hXRxvMhtcGM[/url]
aka tracked blast-door remake № 257,380,926
[QUOTE=SilentlyWeeps;39919164]Another supermarket filled with sandviches
[IMG_THUMB]http://www.engineserver.net/hlcontent/valve/dm_foodcasket_v60001.jpg[/IMG_THUMB][/QUOTE]
I vote you change the sign to read 'food library'.
And again some updates:
[quote]
[img]http://i.imgur.com/seN4VJJ.jpg[/img]
[img]http://i.imgur.com/8LtxJxr.jpg[/img]
[img]http://i.imgur.com/xKPCyak.jpg[/img]
[img]http://i.imgur.com/jdnlTDU.jpg[/img]
[/quote]
[media]http://www.youtube.com/watch?v=OHXcDbKZPNQ[/media]
Added the fire, but the tiling is easy to notice. I'm not sure how I'll fix that.
Make more fire.
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