WiP in WiP, post your screenshots!

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Remaking the points for Arena Warzone.
 

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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
When creating a huge area behind the spawn as detail. Still needs more, but its a start.

This for example needs something to indicate players they cant reach it.
20160325205931_1.jpg

Behind and below it needs some additional detail to make it appear like its more actively in use.

And this side spawn exit is somewhat done, that railing already is enough of an indication you cant jump off it. Prob will do the same to the other area.
20160325205949_1.jpg



From a place outside of the player bounds:
20160325205921_1.jpg
 
May 25, 2015
390
307
I suck at making textures or in photoshop but I guess this is a good base?
So the idea is remaking the gameplay signs and some capture zones signs (A B C etc) like they are painted quickly over a wood board.
As I said I suck at this so if someone wants to do it for me and then release to public it will be... interesting.
a6c217c72a.png
That actually looks pretty good. I think the text is a little bit too cartoony looking even for tf2, but I guess it's alright. Good job!
 

ProfHappycat

Server Staff
Aug 2, 2015
153
356
Remade the general layout of Thirst into an Attack/Defense Map

Early Alpha - Point A.jpg Early Alpha- View from Point A.jpg

Playing with the Swamp theme, by which I mean, the swamp textures and skybox. Was it YM that noted that the Badlands lighting works with just about anything? Oh well, I can confirm that the Badlands lighting works with the swamp haze skybox

Early Alpha _ Sunken Car.jpg
I'm having way too much fun sinking props into the ground

Currently leaning towards calling the map CP_Soma. You can tell I have faith in this map because I am putting some fucking effort towards the brushwork. Current concerns include the fact it is half the width of Gorge

Aiming towards having a working prototype of point A done by the next gameday, although given the reception Thirst got, a half abandoned Imp may be more appropriate. Haha! Some self deprecating humor for you
having that riveted steel around the windows looks weird, perhaps a differently colored concrete or wood instead
riveted steel only really looks good on floors, and even then mostly floors deep within the base or spawnroom
 

EksCelle

L1: Registered
Mar 4, 2015
42
103
So its done, after a lot of work and with some help from ekscelle.dll I made this... thing.
2c8fb38369.jpg

1d87e19f83.jpg

Ingame TF2 fucked up the wood board textures, sad time.

Also I suck at texturing and its also really painful, just gonna leave the idea RIGHT HERE, and see if someone grabs it and complete the pack.
Im done with texturing.
Forever.

Hey, that came out pretty good! I'd do some smoothing around the edges of the alpha to remove the white border though.

And don't give up texturing, the more you get used to it the faster you'll be.
 

Tumby

aa
May 12, 2013
1,087
1,196
I'd do some smoothing around the edges of the alpha to remove the white border though.
That's not how you remove the white. You remove the white by literally making it red instead. Making the fully transparent part of a texture a different color from the rest will ALWAYS result in color bleed.
 
Jul 6, 2015
1,425
820
So its done, after a lot of work and with some help from ekscelle.dll I made this... thing.
2c8fb38369.jpg

1d87e19f83.jpg

Ingame TF2 fucked up the wood board textures, sad time.

Also I suck at texturing and its also really painful, just gonna leave the idea RIGHT HERE, and see if someone grabs it and complete the pack.
Im done with texturing.
Forever.
Maybe put the resupply texture on an existing model? Like the wooden A sign? (or ask MaccyF if hell help you with that)
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
So its done, after a lot of work and with some help from ekscelle.dll I made this... thing.
2c8fb38369.jpg

Ingame TF2 fucked up the wood board textures, sad time.

Also I suck at texturing and its also really painful, just gonna leave the idea RIGHT HERE, and see if someone grabs it and complete the pack.
Im done with texturing.
Forever.

I think the main issue with the image really is that TF2's style is based more on square brushes and you've used a rounded circular brush which'll make it look odd. If you did it with a square brush I'm sure it'd look much more fitting.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Not only that, but it doesnt realy look like its painted on. Even with a circular brush you should clearly see the movement someone made. And part of this is that places where the brush starts and ends contains a bit more paint (less translucent).

To compare look at how valve did the painting on the mvm sign. I set an arrow next to most of the places that indicate its painted on.
mvmpainting.png

Example things to look for are:
  • The brush only partialy touched the surface making it very translucent and often start thin (The EAD shows this)
  • The brush is first fully set to the surface which makes the start or end thicker. (the U shows this)
  • Overlapping of 2 strokes, sometimes even at some odd places (the middle of the H, top of E)
  • Back and forward movement (well noticed on the R)
  • Thinner and ticker areas (again that same place on the R shows it, but the Q does this alot aswel)
  • Failure in doing smooth movement (The A and R at the end show this alot on the bottom right, the E shows this on the bottom by making a ~ movement)
  • By rushing they already move to the start of the next char even though the previous one was incomplete (shown at the first A)
 
S

saph

I'd try to layer the strokes a bit more and add some speckling around the edges to give a more realistic paint effect. Here's an ugly mockup I made that's too visually noisy:

WTuOvi4.jpg

AYJxCJB.jpg
 

Tumby

aa
May 12, 2013
1,087
1,196
@Darren

Something like this?
9771f08456.png
That's pretty good. Could be better on a technical level:
Most of the texture space is wasted. Make it a 2:1 format. (256x128, 512x256)
All completely transparent parts of the image are white. This can, as I have mentioned a few posts ago, cause color bleed.
And it could be a bit bigger, but I'm guessing you made it smaller for posting purposes.