CP artpass_xfunc_carter

Discussion in 'Map Factory' started by XFunc_CaRteR, Sep 28, 2010.

  1. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    XFunc_CaRteR's Artpass entry...
    ==========================

    Custom content:
    - 1 custom texture
    - 10 custom models (one by a TF2 community member, below)

    Additional credits:

    Alex "Rexy" Kreeger (Kreeger242@live.missouristate.edu) for his Forklift model (used with permission).

    A Boojum Snark for his prop library and other general advice.

    cfoust for Propper (a nice and simple light-duty modelling package for Hammer).

    Custom brick rubble texture made combining a TF2 texture with a stock image
    (http://freestocktextures.com/texture/id/317)

    Of course, Valve for the base map and TF2Maps.net for their community work.

    (Thanks to ZPQ for allowing an exception to me for my not following the official entry protocol on the forum.)

    (I'd still like to do a few touch-ups... Argh!)
     
    Last edited: Sep 28, 2010
  2. Swordz

    Swordz L5: Dapper Member

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    the theme looks like something from half life 2. it looks cool. How you did the broke walls?
     
  3. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    Displacements. Lots of displacements.
     
  4. Terr

    aa Terr Cranky Coder

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    Nice "gritty" feel, although as mentioned it feel more like HL2 than TF2 that way.

    Might want to bump up the antialiasing for the next batch of screenshots.
     
  5. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    You make a wall normally. Then chop it up into four-side pieces. Then delete a bunch of the central pieces to make a hole. Then vertex edit the remaining pieces to deform the shape (make sure the remaining pieces are rectangular and the corners still touch). Then select the faces of those pieces, turn into displacements. Then a little bit of displacement editing on the exposed rubble faces in two axes only (depending on the direction of your wall - for example, if your wall goes north-south [i.e. divides a west yard from an east yard], you only shift the faces to the north, south, up and down, never east-west). Also, you need to texture the interior faces to be brick or something that looks like exposed masonry.

    For the big one I also added the little brick pieces as func_details.
     
    Last edited: Sep 28, 2010
  6. FreeLance_FoX

    FreeLance_FoX L6: Sharp Member

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    You're style is very unique and I think I like it a lot! It strikes me as the more literal take on TF2's americana/industrial setting, like Well or Granary shifted just a little towards real industrial. Very neat!
     
  7. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    Thanks. I am really interested in the brickwork. They don't make buildings like that anymore.
     
  8. Beetle

    Beetle L9: Fashionable Member

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    I like the look too, but there's something about the 5th pic that irks me, and I don't know what it is. Maybe the shadows?