CP artpass_re1wind

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
There's no need to seperate all your wooden floor planks like that, the texture illustrates this concept just fine. It's a lot of extra effort that's just making your map look blocky and messes with things like rockets and grenades. If you really need to, get it made into a model so you can really exploit the capacity for extra polygons and no grid alignment.

But as i said, nobody notices that kind of detail until it's in their face and even then it's not like the texture itself does a horrible job of implying the planks.
 

Efhan

L2: Junior Member
Jun 13, 2009
82
19
The last set of images need a lot of work.

That looks finished to me. I would like it as it is now, but you can thow in some props. It just looks like something I'd see in an official map.
 

re1wind

aa
Aug 12, 2009
644
588
slight texture homogenization.
artpass_re1wind_30011.jpg

artpass_re1wind_30012.jpg

artpass_re1wind_30013.jpg

artpass_re1wind_30014.jpg

artpass_re1wind_30015.jpg


Very very very WIP screeny of CP C.
artpass_re1wind_30016.jpg
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Ahh. You still might want to block up the other side with "stuff" so people don't try to go up there.
 

re1wind

aa
Aug 12, 2009
644
588
the inside of that building is more or less completely open and there is a staircase leading to that balcony. Red demomen can easily saturate the balcony with stickies and blue can't use the balcony to wrangler-spam the area around B. it does offer snipers a modestly good position to snipe from, though, but that's nothing that i can't change easily.
 

Ritz

L2: Junior Member
Aug 24, 2009
55
176
It looks incredibly grey and washed out. Here's one of your screenshots with increased saturation, even roughly done I think it looks better.
saturation.jpg
 

re1wind

aa
Aug 12, 2009
644
588
I knew i shouldn't have installed those steam sale games...>__>

Tweaking the lights a bit to reduce the amount of grey in the map, worked a bit, but I may use colour correction if this is still a bit too grey and bland.

artpass_re1wind_40000.jpg


I'm also slightly concerned about the large contrast in this area, going from the cool area on the left to the warmer area on the right -mainly due to dodgy terrain.


artpass_re1wind_40005.jpg

artpass_re1wind_40006.jpg
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Looks better with the new lighting. Although to help fix your contrast problem you could give a yellow tint to the lights in that area.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
I knew i shouldn't have installed those steam sale games...>__>

Just whatever you do, don't buy AI War: Fleet Command. That game will eat time like a starving fat guy in a doughnut store. At least wait until after the contest.

*Gets sucked in*

Anyway, your map is looking pretty nice.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Alt-RMB the side textures on your bridge.
 

re1wind

aa
Aug 12, 2009
644
588
Apparently it does this. I'm guessing seba means that some of the texture is misaligned. :-\


http://developer.valvesoftware.com/wiki/Hammer_Hotkey_Reference said:
Alt+Right-click | Apply all the current material settings to the face that is clicked with wrapping/alignment to the previously selected face.
 

re1wind

aa
Aug 12, 2009
644
588
it also doesn't help me, as the bridge is aligned to world axes. The texture just needs to be rotated.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
No, see, the texture on the underside has no rotation (or is rotated to a 90 degree increment). You then use that to arbitrarily align the textures to the sides by using alt-right click. The sides then would be aligned with the bottom face by having been "folded" around the corner.

Instant "rotation."
 

re1wind

aa
Aug 12, 2009
644
588
Some Ugly fullbright hammer screengrabs of some of my progress over the past week.
some screens have entities, others don't. Tempted to redo CP A again (3rd, 4th time? lost count) but i have more pressing matters, such as working on CP C.

artpass_C_616.jpg

artpass_C_007.jpg

artpass_C_666.jpg

artpass_C_123.jpg

artpass_C_442.jpg