Artpass_Ritz

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
crate-tastic
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
I like that crate. Do you plan to release it later?
Yep, I'll release all my content after the contest.

Camera prop & improved tent texture!
new_Stuff.png


Also:
artpass_ritz0005.png
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Let's not mention the camera's original scaling.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
HWNNNNNNNNNNNNNGHHHHHHHHHHHHHHHHHHHH

wow

almost literally speechless

if you don't win the contest is most certainly rigged
 

RaVaGe

aa
Jun 23, 2010
733
1,210
You have too many models of rocks on the second screen, try to vary with displacements for that to either less monotonous ;)

Also that will be fine if you add a wooden building destroyed on the flanks of the mountain.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
You have too many models of rocks on the second screen, try to vary with displacements for that to either less monotonous ;)

Also that will be fine if you add a wooden building destroyed on the flanks of the mountain.

Agreed about the rocks. Definitely a little too repetitive there.

Disagreed about adding a wooden building there... it's already a pretty clustered (but nice looking!) area. I think changing some of the rocks to displacements and leaving that level of detail would make it perfect.

Kep
 
Sep 12, 2008
1,272
1,141
Agreed about the rocks. Definitely a little too repetitive there.

Disagreed about adding a wooden building there... it's already a pretty clustered (but nice looking!) area. I think changing some of the rocks to displacements and leaving that level of detail would make it perfect.

Kep

I think the rocks >>>>>>>>>>>>>>>>>>>>>>(and so on) displacements, unless you know of anyone who can make you a proper cliffwall texture. And alpine shoudn't really be about steep, smooth cliffs anyway - more large boulders, and I think Ritz did a good job with using only models.
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
I agree with DBP, my lord Ritz that looks gorgeous!

Any update on what you're doing with the big thing wall? I think the aforementioned idea of some sort of overgrown building on a rock, maybe with a memorable rock formation that can serve as a landmark, would be great! Some sort of iconic peak at the very end of the wall would perhaps give you an appropriate feature to name the map after.

Looking amazing!
-FoX
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
I'm glad people like it, it was really just meant as a quick setup to see how my concept for the area looked. Listening to your feedback (thanks, by the way - much appreciated), here's a more final pass over the area.
artpass_ritz0003.png


As for the wall, I'm going to slice it in half. Part will join with the Blu garage while the other part will become part of another cliff face. I'm not totally sure what's going to go in the gap between these two structures, Maybe a pile of supplies like this.

Editing this because it's not worth a new post:
http://youtu.be/xXViaWAIvxs
 
Last edited:

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Looks better, but I'm not crazy about the rocks being different colors.
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
Looks better, but I'm not crazy about the rocks being different colors.

They're not meant to be, as soon as I've found out why they mysteriously changed colour I'll fix 'em.

Edit: Fixed and updated.
 
Last edited:

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
By the way Ritz are you making the area with the water a death pit or clipping it off entirely? It might be an interest dynamic to jumping classes to use that airspace for jumping.

And that updated version looks considerably better! Where's your custom sky though? I was hoping to see it in game :(
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
You probably need to compile with the per-poly lighting that Valve implemented. The origins are probably too close to the displacement hill to be properly lit and so are only getting the ambient light.