CP artpass_earkham

Acumen

Annoyer
aa
Jun 11, 2009
704
628
oops sry :(
yes, skycards ! that's the word i couldn't think of. that way, you'll get another layer and spice it all up a bit ingame.

http://developer.valvesoftware.com/w/images/4/49/Sky_trainyard_01.jpg
http://developer.valvesoftware.com/w/images/1/16/Sky_morningsnow_01.jpg
http://developer.valvesoftware.com/w/images/3/3f/Sky_stormfront_01.JPG

these are all similar to the theme you want to achieve. i think that's why they work so well, because they are very vague and give room for skycards and 3d skybox detail. yours is really specific already with the "temples" :)

Apart from wanting to say the new word i learned yesterday, which is "kepperific" ! :D
i just wanted to drop a line, that i have high high expectations with your entry. it's the first time i noticed your work in here, but the quality is totally in line with tf2, yet a totally different them. Great work so far ! hope you'll be able to keep up thish awesome progress :)

Kepperific !
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Updates:

Modified the skybox based on suggestions. I still have to do the top panel. No clue how I'm going to blend that yet, so I keep procrastinating. :p

wip_skybox_choices02.jpg


For comparision, old one is here. After the contest, I'll release all four variants plus whatever light_environment settings I work out for them.

Continued progress on prop creation, too! Actually I had a lot of these finished last week, but didn't do an ingame test until I'd tweaked all the collision models:

wip_khmer_assets01.jpg


Roots are between 200-800 polys (except the twisted one near the columns, which is at 1200 and probably won't see much use). Comparable to the existing TF2 pipes and chimneys. No LODs. Top half of the image represents interior vines/roots whereas the bottom half are exterior (thicker) ones.

Two skins on all the roots. All use the exact same texture, which is both good and bad. On one hand, it means only one texture to load so it's resource friendly. On the other hand, it limits what I can do about visible seams. They're acceptable enough for background methinks.

The pillars are 250ish. No LODs. 128u with inset, broken version, and 192u version with no inset. Four skins to match the textures (skinned just like the stone faces).

A better shot of the columns:

wip_khmer_columns01.jpg


Kep
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
Keptastic !
i think you should stop working on this map and just finish these awesome props :D

are the pillars properly smoothed ? looks as if the top parts could be split up some more. but could be just your always present weird jpegcompressionartifacts.

i really don't understand why you don't get more comments on this wonderful stuff. guess people don't give too much crits to a huuuge competitor :D
 

EArkham

Necromancer
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Aug 14, 2009
1,625
2,774
I didn't have antialias turned on for these screenshots, so they look pretty jagged. The columns are fairly smooth in game (though the tall one has some noticeable texture stretching and the broken one has some simplistic geometry). When I start making some actual map detail progress, I'll change my settings to get better screenshots.

Not to say that the props can't be improved, but I'm focusing more on getting them all done instead of getting them to the highest quality. Once I've got the ones I need for the areas I envision, I'll go back and clean some of them up if I have time (fix textures, seams, add more smoothing to rough bits, etc).

Kep
 

EArkham

Necromancer
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Aug 14, 2009
1,625
2,774
Could use some opinions: which of these two jungle skycards are better looking? Or should I simply use both? Heh.

wip_skycards01.jpg


And yah, I know the "dip" one has some texture stretching. I'll fix that later.

Oh, and I've made some other props and finished the skybox texture since my last post. No screenshots yet of those. I've got a window, some fatter roots, and a large tree left to make, then some prop fixes & tweaks, then I'm ready to start detailing.

Kep
 

Ashy Knuckles

L2: Junior Member
Aug 15, 2009
58
13
I like the second one more, but I also think you should add more fog( and /or adjust the colors) to blur the layers. Most of the detailing in skyboxes is very vague. If you're not looking at it directly you "see" and add the detail. When you look at it directly most of the image blends together and you realize how much information is suggested, instead of directly stated.
 

EArkham

Necromancer
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Aug 14, 2009
1,625
2,774
I like the second one more, but I also think you should add more fog( and /or adjust the colors) to blur the layers.

These are not layers in a single texture, but seperate props for the skybox. And they match the existing forest skycards as far as scale/colouring goes (take a peek at props_skybox/skycards_forest128bump.mdl for an example). :)

Thanks all, leaning toward the first set myself due to how it makes the repeat a little less obvious.

Kep
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
Are you still working on this EArkham? :p I think you're the last hope for the temple theme.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Are you still working on this EArkham? :p I think you're the last hope for the temple theme.

Yup, definitely. Got bluspawn and that side building mostly done, but having some lighting issues.

I'll try to remember to take some screenshots today. Wow, apparently didn't take screenshots of the model trees I finished either, so I guess it's been awhile. Huh.

Kep
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Then updates ye shall have!

Bear in mind the usual disclaimers: VERY wip! Still much to go, but at least these will show I haven't been entirely lazy. :)

wip_artpass01.jpg


wip_artpass02.jpg


wip_artpass03.jpg


wip_artpass04.jpg


Still quite a few lighting issues to resolve, as you can see in the screenshots. These are of Blu spawn and the building just outside of it.

[Edit] Oh, and these show off the new trees I made. They're simplistic, but I felt simple was a better match for TF2 since the existing foliage is pretty basic looking stuff (ex: pine trees).

Kep
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Nice trees. I'd love to have a couple to spice up my swamp (swamp trees are...decidedly lacking in foliage). Couple skybox scaled ones would do me, I think.
 

coagulated

L1: Registered
Aug 12, 2010
26
13
I'm pretty meh about the faces, they don't really fit in with tf2 style. In fact I could say that about a lot of the screenshots, but I don't see an easy way to fix this without it being all Egypt-y blandness.