WiP in WiP, post your screenshots!

Acumen

Annoyer
aa
Jun 11, 2009
704
630
These mansion props totally make no sense on the architecture you build.
Same for the bent wooden pattern around the round building with these props. The texture needs to be rotated in order to make sense, imo.

I really think you should rethink that round building and its used props. Rest looks superfine, don't make this rather small thing let the whole scene down.
Great work so far, I won't even bother entering ;)
 

tyler

aa
Sep 11, 2013
5,100
4,622
I was thinking the same thing. The Mansion props have the "Oh, this is from _____" syndrome and they have it bad. More than a lot of other models. Rethink what you've done here is my advice.
 

mariodude146

L1: Registered
Oct 21, 2010
29
13
i should still have a really good tutorial on this at home on the desktop(favorited, i think). Unfortunately, i am not at home right now. Ill come back and link you as soon as im done with work today - though it will be quite a few more hours. I tried to find it by googling but couldnt come up with it so far :(

found it! Its a little work but check out the screen of the final product - beautiful!
http://blog.jailbreaksource.com/?p=762

Perfect for koth_wetworks! I'll start using this right away when i get back from vacation!
 
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PL-7764

L6: Sharp Member
Aug 4, 2009
376
84
Working on Coulee's detailing and my entry for the Xmas CP Contest thing has left me wishing I could block something out on a larger scale rather than working on tiny details all the time. As such, I've started building a map heavily based on a real-world place. It may become recognizable to someone as I add more on. ;)

Hammer screenie because, as you can see, it's nowhere near ready to be run in-game yet:

building01.png


I'm debating adapting it into a Christmas scene as a second entry for the contest before building my original map idea around it.
 

re1wind

aa
Aug 12, 2009
644
588
went back to sandstone and converted the brush-bridges to quick'n dirty models, and yes, i did forgot to remove the ropes. 512 texture.

cp_sandstone_a10020.jpg

cp_sandstone_a10021.jpg
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
851
*applauds*
You know... I never see anything bad some out of you. =)
I wish I had your creativity, and how come none of your maps have gotten big?
 
Mar 23, 2010
1,875
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i agree with ze blade. how do you even create those wooden bridges?
 

tyler

aa
Sep 11, 2013
5,100
4,622
If I wanted to do that, i'd probably just rotate a bunch of planks a tiny bit. Or maybe vertex edit a wide arch.
 

re1wind

aa
Aug 12, 2009
644
588
re: The wooden bridge in sandstone

1) use hammer ropes to get a believable curve.
2) block out the shape with brushes until you get a good approximation of the shape in 12-20 blocks (intensive)
3) use the previously made ropes as the hand rails
<model part>
4) select the bridge brushes, copy to a new file, export as dxf
5) import file into 3d modelling program of choice. you now have your collision mesh for your bridge model
6) use splines to create an approximate curve that follows the imported mesh. extrude a rectangle along the spline, add some cuts into it.
8) use the previous splines to create the two side guards, extrude a cylinder along it (6-8 sides )
9) UVmapping time (joy!)
10) AO map
11) texture time with image editing program of choice
12) export 2 smds: the model and collision mesh
13) qc editing & compiling, problem solving, etc.
14) open model in hammer and squeal in joy as it worked properly.

If that helps anyone, or inspires them to attempt this process, then i wish you good luck.
now i really need to setup my units in 3dmax. Done.
 
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