WiP in WiP, post your screenshots!

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
you know that just gave me an idea

what if instead of a generic sci fi shooter you do a medieval magician shooter

like instead of guns itd be like magic scrolls or some shit

fuck its not even 8 and im already overflowing with horrible ideas

You mean... Elder Scrolls?
 

Freyja

aa
Jul 31, 2009
2,995
5,813
Check out this fine AO

ship23.jpg


ship22.jpg


Getting there, just need to do the sails and ropes, then *shudder* unwrap.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
You should definitely reuse the texture space as much as possible. Especially for things like the webbing, the railing, and the masts.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
You should definitely reuse the texture space as much as possible. Especially for things like the webbing, the railing, and the masts.

Oh definitely, but I'm not looking forward to unwrapping things like the sails and the ropes, both of which I haven't added yet out of dread :p
 

re1wind

aa
Aug 12, 2009
644
588
you know that just gave me an idea

what if instead of a generic sci fi shooter you do a medieval magician shooter

like instead of guns itd be like magic scrolls or some shit

fuck its not even 8 and im already overflowing with horrible ideas

Medieval elephant magician shooter. like instead of guns itd be like magic scrolls or some shit, and like instead of people, giant-ear people, green people, or other people, itd be elephants using their trunks to cast stuff!!!
 

evanonline

L420: High Member
Mar 15, 2009
485
273
tumblr_mxbi2p5YGt1qghfico2_1280.jpg


I got distracted and instead of putting the finishing touches on the A1 version of this map I made a sign.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
ship32b.jpg

ship32c.jpg


Finished the rigging and sails, selected the textures/colours I'm going to use, unwrapping tomorrow. Any feedback on these colour choices? I'm considering making the railings darker like the posts too, but not sure.

Full view:

ship32.jpg
 

Idolon

they/them
aa
Feb 7, 2008
2,108
6,118
Looks great. You might want to consider making those ropes in-engine so you can make them sway with wind, though.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
Nah, they look better this way and I've had too much trouble with in-engine ropes breaking 90% of the time and casuing about 20 feedback annotations about it. This way is reliable and better looking. I can always animate them anyway.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
It's coming along great!

If all the parts aren't seperate models, you might want to consider compiling them that way. It'd help with resolving any ingame lighting issues, plus if you need to adjust things a little for playability (like moving a mast one direction or the other, etc), it'd obviously be easier.
 

Garuda112

L1: Registered
Sep 4, 2013
38
35
If anything, I think the wood on the deck should have a slight contrast with the exterior hull. My personal recommendation would be to make the hull the darker wood.

I personally don't think the ropes need to sway, given that they look like they need to be taut. If anything, I would think the flag and sails should sway/billow, but that might either be too technical or resource heavy. I haven't done much in the way of animation, so I might not know what I'm talking about. Just suggestions.

Nevertheless, I think that ship looks gorgeous. Great work, Aly! (Also, the playtest a week or so back was fun, and I loved the brush work on the wood posts).
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
Nah, they look better this way and I've had too much trouble with in-engine ropes breaking 90% of the time and casuing about 20 feedback annotations about it.
For the record, I caught that same bug in a stock map the next day, so I'm pretty sure the issue was either on my end or something wrong with the game in general that they secretly patched out.

I feel like there has to be some drawback to using a model for something this big in the Source engine; there must be. But all that comes to mind is that the shadows would be wonky if there were anything tall enough and close enough to actually cast shadows onto it, which there isn't since the light is coming from the side opposite the buildings.
 

Garuda112

L1: Registered
Sep 4, 2013
38
35
This was what I will officially call an "art test". I have a King of the Hill map planned and I wanted to make sure I had a viable theme to work with. This design came up with after tinkering with some ideas for a day or two:

n8SY0g4.jpg

0iotdzD.jpg


I was thinking of making a mining themed map; the environment I wasn't sure about. I knew I wanted something winter themed, but first designs (and few snow texture options) made it look too close to Viaduct. Then these textures came and I stuck with the idea. Originally I was just going to have dead trees, but that was too plain, and so I added evergreens for a great boost to visual contrast (in turn, I was inspired by Bryce Canyon). The end result I feel pretty satisfied with. It doesn't feel like its been used before, at least to me.

Its hard to say when the map itself will be built, but I'm looking forward to using this theme.
 
Last edited: