WiP in WiP, post your screenshots!

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I doubt most comp players have real time reflections turned on anyways. It's something that's almost always turned off in graphics configs.

No matter the water quality setting it will always reflect in real-time. The amount which gets reflected though is changed. On the lowest setting only level geometry will be reflected. The middle setting reflects particles belonging to the world too, along with anything animated which belongs to the map (like a door or something). The highest setting adds player-induced things like rocket trails, rockets, rocket explosions, and player models (not your own unfortunately).

Of course, you can force "cheap" water. But also keep in mind that if this map were to go official (which I hope it will) there will be more people playing that map than just the competitive guys.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Finished reskinning some of the halloween_rock models last night. They were supposed to have specular maps too, but Crowbar wasn't agreeing with my $env commands...I'll have to sort that out later :p

JabXa6M.jpg
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Finished reskinning some of the halloween_rock models last night. They were supposed to have specular maps too, but Crowbar wasn't agreeing with my $env commands...I'll have to sort that out later :p

JabXa6M.jpg

Ok now that's brilliant.
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
Finished reskinning some of the halloween_rock models last night. They were supposed to have specular maps too, but Crowbar wasn't agreeing with my $env commands...I'll have to sort that out later :p

JabXa6M.jpg

Wow. Amazing.
Had exactly the same idea, but never actually started making textures.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
They look really cool, but I'd tone the blue down a bunch, make it a bit more subtle. (maybe a skin for both versions?)

Now that I'm looking at them the day after, I can see your point, but I was originally going for something like this:
nY4LqLZ.jpg


I could go ahead and add a less intense skin though. Maybe for team color purposes.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
The blue is the reflection of the seawater on the ice. The ice itself isn't blue.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Started with a new first stage of pl_coldtop, after massive feedback from today's gameday.

8sCSxvn.jpg
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Get it into rc1 or i eat you

Hahah, well I still have to finish my actual layout. After that, beta, after that RC l)

Please don't eat me. I am not tasty.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851
I'm starting to make assets for the Arctic Pack.

Here's an unfinished sign texture:
sign1_temp.png

It looks a bit funky at the moment, especially with how large it is in the post. I'm also working on a spraypaint can to go along with it (note- this is even more unfinished!):

Untitled.png


I would highly appreciate a bit of feedback on this work (even in their unfinished states), including changes that I should make. For those of you wondering, I use paint.net as my primary image editing and creation tool, which is certainly not a bad choice for the 'normal stuff', but here, I have to play around with the effects a bit to get everything 'just right' (for example, the spraypaint over the sign is made using the Paintbrush tool, with a Fragment Blur, and on a Glow effect layer). I'm using Blender for the spraypaint can.

I hope to work on more stuff like this in the future, and I'm very happy to have a great opportunity to expand my skill like this!
 
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