WiP in WiP, post your screenshots!

Exactol

Certified Hammer Hacker
aa
Jul 11, 2013
421
537
Almost done with my first detail entry
9B59D7CA0E9AF678E9FC0E4A72880DD18686E835

EE9C417CA807456152A8EB03A5581D8C721A8D7A

7600191D7233B2405B39E977ECC0D746560A8734

Download if you want to run around it: https://www.dropbox.com/s/4e2xxqxzg731rt1/room2016_exactol.bsp?dl=0
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Dynamic shadows done perfectly.
There's not a lot of dynamic shadows stuff going on there though. Just the Scout's shadow, but that's done on countless maps.

Speaking of which, why is it that one map has the stock top-down-view shadows, one map has both top-down-view shadows and the shadow cast by the light_environment and another map has just the fancy shadows cast by the light_environment? I mean, surely it's not some weird light_environment setting right? RIGHT?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Dynamic shadows aren't controlled by the light_environment, and it sounds like you had low and high quality shadows enabled at once. But at this point im not sure which type of shadow you mean, and especially not which maps.
Talking about these:

6A0A8D2DD37736BC29DFEC37419EF5EA5324D934

Shadow straight under the player's model (ignore the civilian Scout staring into your soul).

712E0192337EBE47A22C9683E9D09B5DA4EFD31F

Shadow being cast in the direction the environment light is set up.

Both of these screenshots have been taken at the same graphics settings: everything maxed out except texture detail (because TF2 doesn't do memory management properly on OS X).
 

seth

aa
May 31, 2013
1,019
851

I like the new lighting. Proper angling makes a huge difference, especially with finer details. You still have painted overlays on glass though. Looks odd.

I recognize that! That scene is from the TF2 concept art, correct?

You really went crazy with the brushwork in a lot of your work. Are all those domes done with brushes or are they modeled? That's some high-detail shit...
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
You still have painted overlays on glass though. Looks odd.
They still look painted? I made custom ones to look like decals, what could I do to make them look more like decals?
 

osiem

L2: Junior Member
Jan 25, 2011
89
137
Hi!

Most of you probably won't remember me — I am the author of cp_dusk, a map which I finished in July 2012. After that I went into a long mapping coma — lots of other things happening in my life kept me busy, but I kept checking what's going on in the mapping world from time to time anyway.

I'd like to let you know that I've recently begun working on a new mapping project (mostly detailing so far, cause that's what I've been longing for the most) and I'll be around again, so — to those of you who remember me — hello again, it's been a looong while!

Anyway, enough of my shitty welcoming speech, here are the screenshots:

Point A_01.jpg


Point A_02.jpg


Point A_03.jpg
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Hi!

Most of you probably won't remember me — I am the author of cp_dusk, a map which I finished in July 2012. After that I went into a long mapping coma — lots of other things happening in my life kept me busy, but I kept checking what's going on in the mapping world from time to time anyway.

I'd like to let you know that I've recently begun working on a new mapping project (mostly detailing so far, cause that's what I've been longing for the most) and I'll be around again, so — to those of you who remember me — hello again, it's been a looong while!

Anyway, enough of my shitty welcoming speech, here are the screenshots:

Point A_01.jpg


Point A_02.jpg


Point A_03.jpg
That's one way to make an entrance. Holy balls. Looks fokn brilliant.
 

Unh3lpful

L2: Junior Member
May 6, 2015
95
50
The Force has a UI right?
A7eUNJS.jpg


RED (Droids) currently has...
Smoke
Summon distraction bots
Earth quake
Force push all nearby enemies up
Any suggestion for BLU (Aliens)? I was thinking force push to sides and maybe rocks rising from the ground but still room for two more.
(Only two or three people per team will be force-sensitive.)