• Art Pass Contest: WIP Megathread!
    510 replies, posted
First off, here is some map changes. [img_thumb]http://imgur.com/gic1u.jpg[/img_thumb] As you can see i have gotten rid of the balcony for now. At the time of making it the first time it was 3 in the mourning and i look back on it now and it makes me vomit. I have also replaced the ramp with stairs, removed that metal machine in the corner and replaced it with a door. Also angled the the corner of the hazard tape path. [img_thumb]http://imgur.com/7aOmK.jpg[/img_thumb] Also added a new detail room near main point. The door ways seem kinda deep to me now, so i will change that later. And now for this [media]http://www.youtube.com/watch?v=-NSfv-tlanw[/media] This is the last "for the hell of it" prop i swear... for now. How on earth does Saxton get all that Austrailium to fill up his pit around the main cap? Hard working men making an honest living? Of course not. Robots are the answer. With a little help from the Engineer, Saxton was able to mass produce these auto mining robots that more than fill his need for Austrailium nuggets. And now photos, [img_thumb]http://imgur.com/8jouX.jpg[/img_thumb] [img_thumb]http://imgur.com/Er29V.jpg[/img_thumb] To be honest this was my favorite model to make and animate ever, i had so much fun with it! Thats all for now!
You need to move that generator, it really sticks out where it is and looks like it's in the way and doesn't belong there.
I've officially entered. I've got work coming from an artist or two. The level is themed with a certain flavor from one of the Indiana Jones movies. I'll give more details and screens once an initial pass is done. Progress will be slow and methodical and well playtested.
[QUOTE=Whark;23642337]I've officially entered. I've got work coming from an artist or two. The level is themed with a certain flavor from one of the Indiana Jones movies. I'll give more details and screens once an initial pass is done. Progress will be slow and methodical and well playtested.[/QUOTE] You don't need to test this kind of map.
New stuffs. [IMG]http://dl.dropbox.com/u/2951174/contest5/m4l_1.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m4l_2.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m4l_3.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m4l_4.png[/IMG]
You both have such nice maps, I like Terabytes' pinkish sunset lighting and Trey's models. But the color schemes and textures still make the custom models stick out, and if you keep the music-playing Engie, you should probably dampen the music quite a bit. I really like it though. oh man im conflicted :ohdear:
Hey guys, i decided to dirty up the texture and add detail to the generator model seeing as it was bugging me. While the generator is supposed to stick out as it is in the center of the room, and the largest prop in the room i think it was sticking out for all the wrong reasons. Two of those where the over phong shading and a super clean, base colors only texture. I went through and dirty-ed it up, added paint strokes and changed the tint of the reds and greys. [img]http://imgur.com/LqxkD.jpg[/img] [img]http://imgur.com/NqYiQ.jpg[/img] I think it fits in ALOT better now, the only thing i'm a bit iffy on is the yellow squares. Atm i don't know what to have there instead of them but i'm sure it will come to me latter. [img]http://imgur.com/dNq37.jpg[/img]
I kinda liked the old clean one better. But if you want this one my suggestion to you is darken the grays. And definitely do something about the yellow things. They stick out like a sore thumb.
Quick update again. I think this fits a bit better than those computers. [img]http://imgur.com/YUqyi.jpg[/img] [img]http://imgur.com/jG2ki.jpg[/img] The railing might be a bit of a issue gameplay wise but its easy to remove.
There's something, with your mapping, that doesn't make it feel good.. I can't point out what it is, but your map doesn't somehow look appealing to the eye. Also, disable the shadows on that generator prop.
I've done a bit of work on the displacements, and changed the colors of the blue base. Which one looks better? [IMG]http://dl.dropbox.com/u/2951174/contest5/m5_1.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m4l_1.png[/IMG] And these shots show the displacements and the changes I've done on red side. [IMG]http://dl.dropbox.com/u/2951174/contest5/m5_2.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m5_3.png[/IMG]
[QUOTE=treythepunkid;23659140]pictures and words :D[/QUOTE] Valve... hire this man!
[QUOTE=Skunky;23666184]Valve... hire this man![/QUOTE] Uh, no.
[QUOTE=TerabyteS;23661981]There's something, with your mapping, that doesn't make it feel good.. I can't point out what it is, but your map doesn't somehow look appealing to the eye. Also, disable the shadows on that generator prop.[/QUOTE] Really? I feel like i'm following the guide lines of tf2 detailing right. Is it really not good? Is there something i'm missing? And i will disable to shadows on the prop. [QUOTE=TerabyteS;23668821]Uh, no.[/QUOTE] :(
[QUOTE=treythepunkid;23674915]Really? I feel like i'm following the guide lines of tf2 detailing right. Is it really not good? Is there something i'm missing? And i will disable to shadows on the prop. :([/QUOTE] your map is teh sex and its still in wip. dont listen to competion :colbert:
Trey, I would suggest two things. 1. Try to think of another color than yellow on some of the props. The generator thingie and the molten australium both have elements of yellow. It contrasts the other colors of the map terribly, and I would suggest using another color, perhaps orange. Yellow is a color more fitting for BLU. 2. Don't have too many complicated items. Complicated items are neat to look at, but they become distracting when you see them a lot. Most of your items look rather complex, while this compliments your skill as a modeler it sadly also makes the map more confusing to play in.
It's definitely the yellow, stands out too much.
[QUOTE=Simski;23676368]Trey, I would suggest two things. 1. Try to think of another color than yellow on some of the props. The generator thingie and the molten australium both have elements of yellow. It contrasts the other colors of the map terribly, and I would suggest using another color, perhaps orange. Yellow is a color more fitting for BLU. 2. Don't have too many complicated items. Complicated items are neat to look at, but they become distracting when you see them a lot. Most of your items look rather complex, while this compliments your skill as a modeler it sadly also makes the map more confusing to play in.[/QUOTE] Thanks! I will keep the over complicated models thing in my mind for when i make another asset. As for the yellow, does this look any better? [img]http://imgur.com/113wG.jpg[/img]
The texture of the generator is pretty bad. Make it cleaner and more red. Now it just looks like a weird mess. Also the room is too dark, add more light props and lights. [editline]07:56AM[/editline] Oh and the tile texture is shrinked
[QUOTE=TerabyteS;23678318]The texture of the generator is pretty bad. Make it cleaner and more red. Now it just looks like a weird mess. Also the room is too dark, add more light props and lights. [editline]07:56AM[/editline] Oh and the tile texture is shrinked[/QUOTE] Thanks for the feedback! The texture looks "bad" as its at 256 x 256 for optimization reasons. I have a 512 x 512 version of the texture that would help this, but i want to keep everything as optimized as i can. I'm not sure i get what you mean by cleaner as it looked silly when it was clean and more red. I did a direct sample from a Valve prop in the same room for the color of redness to make it fit well in that room. I can adjust the brightness a bit, but i think it looks bright enough as it is. The tile texture is not shrunken, its at the standard 0.25 by 0.25. If i where to scale it up (if thats what you where meaning) then it would not fit with the side walls and i cant scale up the side walls without them looking funny.
You can use 512, it doesn't change anything. Here's my complete fail at custom skyboxes [IMG]http://dl.dropbox.com/u/2951174/contest5/m8_1.png[/IMG] I really need directions about the skybox And here's how I blocked out the exit. [IMG]http://dl.dropbox.com/u/2951174/contest5/m8_2.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m8_3.png[/IMG] [IMG]http://dl.dropbox.com/u/2951174/contest5/m8_4.png[/IMG]
[QUOTE=treythepunkid;23677093]Thanks! I will keep the over complicated models thing in my mind for when i make another asset. As for the yellow, does this look any better? [img]http://imgur.com/113wG.jpg[/img][/QUOTE] I'm not sure. Have you considered making the whole thing a color that better matches the walls by the way? I think they may be contrasting a little bit too much. I think the orange you went with should probably be more yellow orange rather than plain orange. Sorry for being such a fuzz :v:
[QUOTE=Simski;23683132]I'm not sure. Have you considered making the whole thing a color that better matches the walls by the way? I think they may be contrasting a little bit too much. I think the orange you went with should probably be more yellow orange rather than plain orange. Sorry for being such a fuzz :v:[/QUOTE] Hmm i like that idea, I will defiantly do that. Also, with the orange thing, someone over at TF2Maps.net gave me an idea. He suggested that i fill this holes with some copper wire. I will see how this works out as well. Thanks for all the help!
Also: Shouldn't the safety tape be around the generator itself? I think that doing that and replacing the tiles in the safety tape confines with solid concrete would work better.
I bump for trey's map...
Hey guys, sorry but i haven't had much time lately to work on the contest. Real life stuff got in the way, and severally crippled the few hours a day i have to work on the map. Here is a screen shot showing what i plan to do. Its ugly as sin right now, but i would hate to go so long without updating you guys. [img]http://imgur.com/vQ37d.jpg[/img]
[QUOTE=treythepunkid;23703784]Hey guys, sorry but i haven't had much time lately to work on the contest. Real life stuff got in the way, and severally crippled the few hours a day i have to work on the map. Here is a screen shot showing what i plan to do. Its ugly as sin right now, but i would hate to go so long without updating you guys. [img]http://imgur.com/vQ37d.jpg[/img][/QUOTE] Nice but, what about the outside of the map, may I recommand a Twilight skybox.
[QUOTE=Phil5991;23704017]Nice but, what about the outside of the map, may I recommand a Twilight skybox.[/QUOTE] Haven't really thought of what skybox or outside lighting i wanna use. You certainly can recommend a twilight skybox, when i go about doing the outside lighting a twilight theme is going to go to the top of my list of themes to try! Thanks!
treythepunkid, ever since you have been listening to the whining of these jealous nitpicks your map has been getting progressively worse they just think they're professional at giving you tips how your map can be better but in the end all they're doing is ruining your shit perfect example is how "the yellow sticks out like a sore thumb" no it doesn't
[QUOTE=Egevened;23705269]treythepunkid, ever since you have been listening to the whining of these jealous nitpicks your map has been getting progressively worse they just think they're professional at giving you tips how your map can be better but in the end all they're doing is ruining your shit perfect example is how "the yellow sticks out like a sore thumb" no it doesn't[/QUOTE] Yes it does. His prop is not rexpecting the tf2 color scheme and modelling style, it sticks out a lot because of this, and it looks a lot dirty.
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