artpass_whark

Discussion in 'Map Factory' started by Whark, Aug 1, 2010.

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What gametype should Whark's new map be?

  1. CP

    14 vote(s)
    34.1%
  2. CTF

    9 vote(s)
    22.0%
  3. PL

    18 vote(s)
    43.9%
  1. Chemical Alia

    Chemical Alia L2: Junior Member

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    Granary's starting area and backgrounds is the coolest thing about it. Like....there's a ship.
     
  2. Whark

    Whark L3: Member

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    I never pay attention while playing. I usually have to load a map alone and run about to really see it.;)
     
  3. Draco18s

    Draco18s L9: Fashionable Member

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    Like the train in 2Fort. ;)
     
  4. Whark

    Whark L3: Member

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    [​IMG]


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

    [​IMG]

    [​IMG]

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

    [​IMG]

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

    [​IMG]

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

    moroes L1: Registered

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    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?
     
  6. Whark

    Whark L3: Member

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    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.
     
  7. Chemical Alia

    Chemical Alia L2: Junior Member

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    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.
     
  8. Whark

    Whark L3: Member

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  9. Kinky

    Kinky L1: Registered

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    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 :)
     
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  10. Whark

    Whark L3: Member

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

    Jetti L5: Dapper Member

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    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.
     
  12. MangyCarface

    aa MangyCarface Mapper

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    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
     
  13. Whark

    Whark L3: Member

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    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.
     
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  14. Simski

    Simski L2: Junior Member

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    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.
     
  15. Draco18s

    Draco18s L9: Fashionable Member

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    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.
     
  16. Chemical Alia

    Chemical Alia L2: Junior Member

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    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.
     
  17. Whark

    Whark L3: Member

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    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.
     
  18. Whark

    Whark L3: Member

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    [​IMG]

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

    [​IMG]

    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.
     
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  19. MangyCarface

    aa MangyCarface Mapper

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    Doors and windows appear too finely detailed IMHO
     
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  20. Whark

    Whark L3: Member

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    Ha! I knew something felt off. I just couldn't pin it down.