I've gotta agree with EArkham. I think it's the fairly clean/flat wall textures that are making the details of the props really stand out. I don't think the props themselves are too finely detailed.
Looking really nice! I'm anxious to see some other parts of the map.
Doors and windows appear too finely detailed IMHO
Looks great, but I'd say that the blue on those red mats should be a bit darker and/or paler. It draws too much attention as is.
Hey, is that the grime texture on the ground along the sides, or did you get that implemented yet? It's kind of hard to tell, but if it is, I need to make that darker.
They look tons better. Tons.
Are they still displacements? That's the only criticism I'd have (certain that in game they'd look very flat or floating). I'd go with models or overlays.
The main problem here is readability. Look around on the ground while playing tf2, the actual playable space: very plain. The materials, especially the natural materials, reflect this in terms of complexity. When you use overlays on the ground, typically stains, they're going to be probably mono or bitone, nothing complicated. If these rugs are to be on the ground they need to be a /lot/ simpler IMO. Hang them up on walls, etc, much smaller problem; but against the plainness of the sand they break up readability and don't do the material itself justice
I made one before, based on the old texture, but haven't seen it in the game yet and think it might be too dark/noisy. I'll make a new one with the mesh so we can see how it looks on the ground.
This shot has the worn one on the ground. (disclaimer: the red one is the old one.)
the alcove the the stall infront sits in look weird, being half wood and half wall, it looks wonky or uneven. I'm not sure if these textures here are temp or not or if the screenshot is old etc.
the alcove the the stall infront sits in look weird, being half wood and half wall, it looks wonky or uneven. I'm not sure if these textures here are temp or not or if the screenshot is old etc.