CP ArtPass_Treythepunkid

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Hey there guys. I have now chosen my theme. The theme i'm going to base the map around is a very heavy industrial theme. I plan on turning the reds base into one of the Mann Co weapon factorys!

One thing i have always wanted to see is a map that feels very dynamic. I want my map to feel like the factory that your are fighting to get inside is really producing weapons. I want to see assembly lines mass producing rocket launchers or sticky bombs all around you.

In saying that i have started to work on my model assets first rather than texturing the map. I am also moving in a reverse order, starting from the last point and detailing as i move back to the blues spawn.

Speaking of model assets, here are two!

This one is a molten metal carrier that will be zipping around pouring red hot molten metal into molds for what ever is needed.

nBv0x.jpg


Note that those are only base colors (Which im not liking atm) plus a AO bake so its not done. Also animations will be done for it too.

And here is what will be surrounding the last point! A river of molten metal! Well I don't think its really a river, but you get what i mean!

http://www.youtube.com/watch?v=1uapyrgwPPA

Right now is just a simple one, but i'm going to step it up a bit later on with some particle effects and bolder animations.

Yep
 
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Acumen

Annoyer
aa
Jun 11, 2009
704
628
that 2-piece-thing holding it together needs more polygons, so it doesn't have that edgy look. would only need like couple of more polygons but worth the loook !
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Bit of detailing on the pot.

aU82R.jpg


0lzIN.jpg


And here is a wip of the final point. Playing around with displacements to give it that "Eatten away by molten metal" effect.

9z9Qn.jpg
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Hey guys, does this look ok?

FljAH.jpg


I felt like having the pot all one color seemed kinda dull. Does the second shade look ok?
 

Infi^

L1: Registered
Nov 3, 2009
35
16
Perhaps you could add some worn and torn hazard stripes in the indented areas, in order to indicate the hazardous materials inside the pot, instead of on the crane? I think it would make more sense that way.

I'd also try lowering the contrast amount of difference between the two shades of colour. I do think different colours could work out better, rather than one single flat all over colour. At the moment though, I don't know, something about it just looks a little odd.

What method are you currently using, and what method do you think you will use to light the molten pit?
 
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treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Perhaps you could add some worn and torn hazard stripes in the indented areas, in order to indicate the hazardous materials inside the pot, instead of on the crane? I think it would make more sense that way.

I'd also try lowering the contrast amount of difference between the two shades of colour. I do think different colours could work out better, rather than one single flat all over colour. At the moment though, I don't know, something about it just looks a little odd.

What method are you currently using, and what method do you think you will use to light the molten pit?

Well the indented areas are meant for the carriers claws to pick it up. Your right the hazard strips would make more sense on the pot itself, but im not really sure where to put it. Maybe around that mid way ring? I will test it out and see what works.

I agree it looks a little odd, i will play around with the contrast and see if i can get it to look right.

The method i was using in the image was just some light entities right around the model. The models texture is set to unlitgeneric.

Did you have any better way of lighting it?

And btw update, made a full version of the pot.

ps8nH.jpg


And yes its animated, would make a video but its kinda getting late here. Also gonna add a gradient around the edge of it to look like fake lighting later.
 

Infi^

L1: Registered
Nov 3, 2009
35
16
Yep, looking instantly better already. That small adjustment of colour really makes a difference. Perhaps each indent could have the hazard stripes since it's unlikely that every single one will be in use, unless the cranes and machinery picking them up are spider-like cranes. Having them in each indent would mean even if the indents that are in use should change, some would be visible at all times. I think the model looks better with some yellow in there already, so I presume the hazard stripes with the black would help as well.
I'm not too sure that the pot would be spinning around to change, in terms of using different indents though. I was under the impression the indents currently in use in that picture would always remain the same, since the cranes and machinery would be the ones doing any of the rotation and movement.

As for the lighting, I was mostly curious really. However perhaps you could utilize a custom light emitting texture which you could use at the bottom of the pit, in order to make the glow more of a squarish and even "coat" on the walls? So the glow would be very intense at the bottom, and then fade off near towards the top in the same areas, instead of fading off in a round based fashion which normal lights or light spots often cause.

It's more of a nitpick really that you should probably worry more about later on in the progress of the map. For instance, making sure you ignite the players when they fall down there. I think you should try experimenting with light emitting textures somewhere though, since they often fit industrial and machinery based environments best. Compared to most of the natural world and wooden like areas commonly used in TF2.

I think some of the basement areas of 2Fort utilizes light emitting textures in order to cast and create some more uniformed and structured light sources on the walls, instead of simply coming from normal lights or light_spots.
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Yep, looking instantly better already. That small adjustment of colour really makes a difference. Perhaps each indent could have the hazard stripes since it's unlikely that every single one will be in use, unless the cranes and machinery picking them up are spider-like cranes. Having them in each indent would mean even if the indents that are in use should change, some would be visible at all times. I think the model looks better with some yellow in there already, so I presume the hazard stripes with the black would help as well.
I'm not too sure that the pot would be spinning around to change, in terms of using different indents though. I was under the impression the indents currently in use in that picture would always remain the same, since the cranes and machinery would be the ones doing any of the rotation and movement.

As for the lighting, I was mostly curious really. However perhaps you could utilize a custom light emitting texture which you could use at the bottom of the pit, in order to make the glow more of a squarish and even "coat" on the walls? So the glow would be very intense at the bottom, and then fade off near towards the top in the same areas, instead of fading off in a round based fashion which normal lights or light spots often cause.

It's more of a nitpick really that you should probably worry more about later on in the progress of the map. For instance, making sure you ignite the players when they fall down there. I think you should try experimenting with light emitting textures somewhere though, since they often fit industrial and machinery based environments best. Compared to most of the natural world and wooden like areas commonly used in TF2.

I think some of the basement areas of 2Fort utilizes light emitting textures in order to cast and create some more uniformed and structured light sources on the walls, instead of simply coming from normal lights or light_spots.

True, true. Hey, don't be giving me ideas about a spider like claw, it sounds to awesome for me to not model!

About the self lighting textures, funny enough i tried to apply such a thing first and when that failed i used my fail safe of light ents.

I basically copied and pasted the vmt for the orange floors in portal to see if it would work, i'm not sure at all what i have to do to make them work so maybe i missed something but it didn't work.

I was going to make some gradient overlays to go on the walls to make it a slightly better transition from molten metal to concrete.

I will check the light emitting textures in 2fort to see how they work.

Thanks!
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
Oh god, curse my insomnia. Looks like another late night for me...

Anyway, playing with the yellow and black stripes in the dents.

nkJoo.jpg


YIKES the pixelation, might have to increase the size of those things in my UV. But other than that, i kinda like it! What does everyone else think?

Also as a added bonus, a damaged version of the above picture.

6gJvu.jpg


I might just get away with this kinda resolution seeing as these things will be flying around for the majority of there time in the map.
 

Infi^

L1: Registered
Nov 3, 2009
35
16
Loving the damaged version. Looking forward to seeing the rest of the machinery. I think I've given enough input for one person so far though.
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
That you have Infidelz, and thanks alot for the feedback! I wouldn't have thought the hazard tape would looks so good in the dents!

Here is a little mock up of the swivel carrier. This is the one that will be doing all the pouring and such. Gonna see if i cant get some cool jiggle bones on this one to make it rock back and fourth!

Ehu01.jpg
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
The ends on each side reminds me of the minigun. Now that's okay, just don't point it at me. :)
 

treythepunkid

L4: Comfortable Member
Sep 8, 2008
157
79
The ends on each side reminds me of the minigun. Now that's okay, just don't point it at me. :)

Funny enough thats where i got the inspiration for the end bits. Glad no one pointed out the extra slit at the top of the main support in the middle.

This was the reason for that...

y2q6x.jpg


:O

I thought this looked to over the top, so i cut it back just a bit. I'm glad i did, i think it looks ALOT better without that extra 2 bars.
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
It seemed like a spider held that pot, not something that will be taken seriusly. Your real design, however, is cool. :)
 

E.B.

L1: Registered
Mar 15, 2009
49
39
I think it would look better if the carrier wasn't curvy and was a bit thicker. I generally think of industrial stuff as big and angular. I read a photo blog called Industrial Decay that might give you some ideas if you're looking for more reference material. Good luck, making your own textures and models is definitely ambitious!
 
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Acumen

Annoyer
aa
Jun 11, 2009
704
628
i think the model is way to complex to be in the tf2-world and doesn't look like it would fit in the timeline either :(
i think you got carried away quite a bit within your progress. it doesn't look functional or realistically usable in any way.
tried to google some pictures of what i think might be good references for your goal:

http://wwwdelivery.superstock.com/WI/223/1569/PreviewComp/SuperStock_1569R-39098.jpg

http://image.shutterstock.com/displ...996,17/stock-photo-melting-ladle-17037565.jpg

http://www.siteselection.com/ssinsider/images/pw090115a.jpg

these look massive and much more like the thing you try to create - from your descriptions at least. i would highly suggest you to get some more reference pics and try to start a new to make the best out of your desired theme.