cp_White_Valley

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Wow, looks cool. Still think the white gradient on the top looks wierd. Might be better to just make it look like snow is piled on top of the cliff and buildings than doing the whole white fade thing.

Good idea. I'll try that. Although I'm not sure how to go about it - I mean, at the top of the cliffs, the alpha goes fully to snow... that is, it's pure snow there, like it's piled. Perhaps I should decrease the fading itself so it's shorter.

Yeah, I think it's looking pretty good. Displacments will help the ground alot.

The pine tree on the slope angled to match the ground is really weird though. Trees go up not sideways :)

I don't mind the snow fade too much, but I think big snow puffs will help alot.

As I said, I just wanted to take some pics for my buddies and totally forgot about the ground ;) About that tree... yeah, I know they grow that way, but when I made it vertical, the bole ended up being waay too long (high) and it looked even weirder :/ I'll think about that... moving the tree off the slope and onto the flat ground is not an option since geometry there is very specific and the tree can really only go in this place (and it's needed there too) :)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I think you need to make a blend mask to break the gradient as it looks kinda wrong. Also make the specular map for that brick texture a little weaker, it's too strong right now.

Keep the good work, looking awesome!
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Yeah a blend mask is something I actually haven't tried yet, I'll have to look into that, thanks :) And which bricks are you talking about? All the brick textures I'm using are stock TF2 ones, I haven't done any modifications to them.

edit: Hm, I just noticed that the bricks look weird on the second shot. They're okay on the first level (they're layered in three levels, top middle and bottom since I'm using different textures), but they're kind of blurry on the second one. That's weird. I'll have to see what's causing it.

edit 2: Heh, I also noticed that I've forgotten to invert one of the rock displacements on the first shot. That big snowy thing under the brick factory is actually supposed to be a rock, ignore it :)
 
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psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Long time, no updates - but my exams are finally over, and after a week of relaxation, it's time for some interior work ;) Here's some screenies comparing the alpha to the current version:







 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Stage 2 is done, first post updated. I finally added snow on the roofs and I'm using the rock texture from Lumberyard, it fits much better IMO. Now all I need is to make some icicle overlays :p

Here's the pics from the first post for you lazy ones :)

PS the Red Dread logo is WIP :)



 
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l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I'm liking it!

Will def. give this one a fair shake. :thumbup1:

...I too, think the snow on the cliffs should be a big pile on top, and keep the white fading to a min.

Also, I can't really tell, but if you add the skybox tree cards in the 3dskybox from lumberyard, would add some depth.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Ohh, this looks very good, the snow theme is very well done. I really think you should substitute your current trees for Valve's new ones, though. Yes, they are nice, but Valve's are so much more detailed.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I like the trees myself. The red brick texture is a bit overused though.
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
About the snow on the cliffs - yeah, I get the idea, I'm not so sure how to go about it. Maybe a separate displacement for the snow, on top of the cliffs?

The pine trees - I myself like Valve's better, but there are two problems with them. One, I use those trees for cover in some places and need them in different sizes, while Valve's come in only one size; two, I want to have snow on their tops. Both could probably be resolved through decompiling and tweaking, I'll have to have a look.

The skybox isn't done yet, it'll come with the third stage.

Vander, now that you said it, I think you're right - I'll have to look for something to change it with. Although, in screenshots 1, 5, 6, 7, 8 and 9, it's the same building - a large factory, so that's why I've used this texture all over it. The rest are from stage 1 though, so yeah, like I said, I agree.