Discussion in 'Map Factory' started by Whark, Aug 1, 2010.
Granary's starting area and backgrounds is the coolest thing about it. Like....there's a ship.
I never pay attention while playing. I usually have to load a map alone and run about to really see it.
Like the train in 2Fort.
Made a 3rd detail pass on Market area based on feedback and extensive references.
Made a second rough geometry pass on the market alley area.
Started a the first rough geometry pass on market entrance from CP B.
Fleshed out intersection between the entrance and the back alley area more.
I really like your style It's fresh and cool! 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.
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.
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.
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.
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... not convinced at the moment of the ability to pull the theme off, although your atttempt is laudable
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.
I can totally see that. But, I can't let that challenge go untried.
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.
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.
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.
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.
Made another pass on the Market area, replacing the fence on the left with lines which will some day hold clothes.
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.
Doors and windows appear too finely detailed IMHO
Ha! I knew something felt off. I just couldn't pin it down.
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