artpass_whark

What gametype should Whark's new map be?

  • CP

    Votes: 14 33.3%
  • CTF

    Votes: 9 21.4%
  • PL

    Votes: 19 45.2%

  • Total voters
    42

Whark

L3: Member
Jul 26, 2010
112
39
market0017.jpg



Made a 3rd detail pass on Market area based on feedback and extensive references.

market0023.jpg


market0025.jpg


Made a second rough geometry pass on the market alley area.

market0021.jpg


Started a the first rough geometry pass on market entrance from CP B.

market0019.jpg


Fleshed out intersection between the entrance and the back alley area more.
 

Whark

L3: Member
Jul 26, 2010
112
39
Perhaps you should try to have some models for your arch to have a better look in some place?

I've gotten pretty consistent feedback that that may be necessary. So, what I may do is get everything the way I want it using brushes then go back and replace them at the end once I have all the scales correct and all the geometry finalized.

Thanks.
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
51
I've gotten pretty consistent feedback that that may be necessary. So, what I may do is get everything the way I want it using brushes then go back and replace them at the end once I have all the scales correct and all the geometry finalized.

Thanks.

I'm more than happy to make some meshes, after any of the other essential props are done (still gotta fix up those carpets too). I think they would add a lot.
 

Whark

L3: Member
Jul 26, 2010
112
39
I'm more than happy to make some meshes, after any of the other essential props are done (still gotta fix up those carpets too). I think they would add a lot.[/QUOT]

Thanks. I think they would go a long way in improving things. It would be quite some time before I would ask for them. There is this program called propper (don't know if it works with TF2) that can export brushes as meshes. Maybe once they are all in place I could just export the arches to models. Then you would have actual geometry that is the exact scale and shape for reference.
 

Kinky

L1: Registered
Feb 19, 2009
28
40
For reference hammer can export brushwork to DXF which 3ds max can import. Just need to attach them all and flip the normals after import and youre all good :)
 

Whark

L3: Member
Jul 26, 2010
112
39
For reference hammer can export brushwork to DXF which 3ds max can import. Just need to attach them all and flip the normals after import and youre all good :)

Ah, there we have it. Even simpler. Thanks.
 

Jetti

L5: Dapper Member
May 2, 2010
226
111
The small details here are stunning... A window with a missing shutter, below, on the floor, a shutter with no window. Rugs draped across a market stall... Then up above, one hanging out to dry, with what looks like small stains from the dripping water.

These details really add to the feel of the map.
 

Whark

L3: Member
Jul 26, 2010
112
39
i'd normally not advise this, but perhaps you should detail a single area to 100% to get a feel for how you'll fill in the rest of the world...

I've gotten that feedback a bit from some others as well. I usually don't do this. It is really helpful in communicating where you are going to others though. In this case I'll shoot for that.

not convinced at the moment of the ability to pull the theme off, although your atttempt is laudable

I can totally see that. But, I can't let that challenge go untried.
 

Simski

L2: Junior Member
May 17, 2010
57
11
market0019.jpg


Fleshed out intersection between the entrance and the back alley area more.
I'm not really liking the color on that rug, I feel it sticks out in a bad way.
The vivid colors feels like a terrible contrast to its environment.
Same I'd say for the yellow rug, sadly.

Also, I'm hoping to see more neutral areas soon.
So far I've seen a lot of color, but I do hope a part of the map will still be noticeably neutral. The TF2 theme usually has a middle-ground that is neutral, where most of the battle will take place. Perhaps this is merely because you haven't had the time time to start working on the neutral area that much, but I'd just like to point this out just in case.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Yeah, those rugs need to be desaturated (towards white) some. Too bright.

The vendor stall one should be faded less than the ones that are "purchased" (such as the one in the window) because it's "new" though it does need to pull away from that 100% saturation level.
 

Chemical Alia

L2: Junior Member
Jul 22, 2010
98
51
Yeah, those rugs need to be desaturated (towards white) some. Too bright.

The vendor stall one should be faded less than the ones that are "purchased" (such as the one in the window) because it's "new" though it does need to pull away from that 100% saturation level.

I'm planning to tone down the saturation of the "new" rugs as well, and make the older ones even more dingy. They're a lot brighter in-game than I expected. It might be a few more days before I can get to it, though, since I'm working on an art test at the moment. I'll get the new ones up asap.
 

Whark

L3: Member
Jul 26, 2010
112
39
I'm not really liking the color on that rug, I feel it sticks out in a bad way.
The vivid colors feels like a terrible contrast to its environment.
Same I'd say for the yellow rug, sadly.

Chemical Alia will be working on another version of those. She's busy with art tests and various other real life stuff ATM. But like you say, that is a concern. It's good to get that feedback as it just reinforces the message that that needs some work.

Also, I'm hoping to see more neutral areas soon.
So far I've seen a lot of color, but I do hope a part of the map will still be noticeably neutral. The TF2 theme usually has a middle-ground that is neutral, where most of the battle will take place. Perhaps this is merely because you haven't had the time time to start working on the neutral area that much, but I'd just like to point this out just in case.

I've mostly worked on the Red side. I have some Blue side stuff blocked in and some CP A areas but the textures there haven't been touched in a couple of weeks. It's good to keep that in mind though. I may need to do an initial pass in the more neutral areas and post some shots to start getting early feedback.
 

Whark

L3: Member
Jul 26, 2010
112
39
skysilcox_tf2_artpass_market_-8-29-2010-9-08-16-PM.jpg


Made another pass on the Market area, replacing the fence on the left with lines which will some day hold clothes.

skysilcox_tf2_artpass_market_-8-29-2010-9-08-13-PM.jpg


Have alot of rough progress in other areas that i'm too lazy to take shots of and post up at the moment. Perhaps in a day or two.