Premuda

CTF Premuda B1B

Aug 19, 2008
1,011
1,158
´lil update

was stuck behind a crappy computer for a week, tons of other stuff to do and stupid viewport-bug nagging on my nerves every couple of seconds
couldn´t work on major geometry, so i started detailing spawn to give it more feeling

i know this should be blu spawn, but there are only a few blu wood-textures that fit my theme, i will need to recolor some essential ones

sooo, here we go

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FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Incredibly well done, mate! I love the style, I hope that stays the way it is because it's really very unique... Sort-of has that bungalow feel but because it's set in your dirty natural setting and skybox, it feels extremely fun and TF2 styled. I mean, it certainly wouldn't make sense in a game based on realism, but with TF2's tendency to have crazy map themes, this really feels like it fits.

>:3
 

The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
The first time I've ever seen wood and BLU mix.I take everything I said about the matter back.
 
Aug 19, 2008
1,011
1,158
i know, i know, i should be working on blocky geometry, but i felt like detailing :p

adjusted some textures to fit wood into blu spawn,
added light to every cp, so players know whats active
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cp1 detailing
(changed the stairs to cp1, so it´s like a spiral now, you dont have to turn 180 to go up, seems more fluid)
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window for the attackers
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Waif

L7: Fancy Member
Mar 22, 2009
412
125
Oh wow... That looks amazing *drools*

EDIT: Is that a custom gravel texture?
 
Last edited:
Aug 19, 2008
1,011
1,158
the basic concept is to keep the Blu´s buildings in the shadows
warm light gives cool shadows, so the blu-ish tint of the wood i use for blu structures gets amplified by the shadowcolor and it seems to fit the theme nicely:)

and if you didn´t notice, the sky is also red against blu to amplify the scenery :)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
Yeah the colors really clash up against each other. It doesn't help that the fog is almost white.

The colours just make it really uncomfortable to be in.
 
Aug 19, 2008
1,011
1,158
haven´t yet worked further on the skybox, will finish it next week, when my semester is finally over :)

i will tone down the harsh contrast, but i tend to work with hard contrast and saturation when i paint
it´s fairly easy to get saturation and contrast out of an image, but harder to do it reverse
i don´t want to get caught up in a skybox discussion, since i´m fairly well aware that it´s certainly not perfect and just the start :)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I think the main problem is the skybox draws my eyes away from the actual map.
 

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I think it's pretty amazing, but I agree with the guys here. Some color correction will easily make it less contrasted.
 
Aug 19, 2008
1,011
1,158
nkay

i set down and edited a screenshot to find the right sky i want to go for
so, tell me which one you would pick

this is the original:
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now the variations:
1.
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2.
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3.
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4.
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5.
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6.
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my favorites are 4 & 6
 
Last edited:

Tinker

aa
Oct 30, 2008
672
334
I think 4 and 6 are the most pleasant to look at, the softest and the least harsh.

EDIT: Just saw that they were your favourites too. Hngh. Of the two, I prefer 4.