WiP in WiP, post your screenshots!

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
This probably won't go any farther but I was messing around with some 60's architecture

20160915000642_1.jpg


Original Image:

NOLAmoderne-e1268257407733.jpg
 

Zurby

L2: Junior Member
Jul 18, 2016
76
123
I've been messing around with V-ray and Phoenix FD simulations. Just made a little scene to try out some fire simulations and the fur modifier to generate some grass. It's very buggy on my laptop, the lighting breaks a lot, so I kept it simple. The fire still looks weird, I only installed Phoenix FD today, so little clue how it works yet.


Some pictures of the scene: (I exported the models and textures from tf2).
Screenshot_6.png
Screenshot_7.png



Camera view:
Screenshot_4.png


In post I decided to mess around and ended up making it into a postcard.
Screenshot_2.png


(It's still very noisy because I didn't let it render long enough, my laptop isnt the best for this demanding render.. working on it though.)

What the final version looks like, so far.
Postcard.png



If anyone here knows how to use V-ray or Phoenix FD properly, please PM me :p I got some issues I could use a hand with.
 
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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
i'm still working on that thing

6Mforun.jpg


MLySXoT.jpg


8lXZcyC.jpg
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
@KubeKing What's your process for reducing the map to dev brushes? I'd like to try a similar project, but I'm having trouble doing this quickly.

There's a lot of deleting more than anything. Start from the tops of buildings and work your way down.

The main things you have to worry about are leaks and skybox brushes. They have to be managed with supplemental brushwork, which requires a decent amount of trial and error. Your goal is to get the map's brushwork to be as clean and as simple as possible: always keep that in mind.

Reducing a map to dev brushes is not a 'quick' process by any means, but it isn't the hardest part of making an event map. Figure out exactly what you have to delete and how you must prevent leaks, then go for it.

Pro-tip: It may be useful to take screenshots of detailing you with to delete, and sketch the detailing you wish to create over top.

Edit: On symmetrical maps, you should probably delete one side straight off the bat. You don't want to have to repeat the brushwork reduction.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
SCREENSHOTS! I reworked parts of Ascendants last:
20160916132008_1.jpg 20160916132015_1.jpg

Why? Because i also redid all the connectors to last!
20160916132029_1.jpg

Map is not in a playable state, i broke the tracks and also didn't implement everything i wanted to change, but yeah, i made progress.

You can mostly ignore the detailing, i experimented around and was too lazy to remove it for now. It will probably change completely again.
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
For koth_isonzo_a10 I'm doing some major changes, like reworking mid and fixing a lot of problems. But also I start to texture because It's kinda hard to work with dev textures now.
upload_2016-9-16_15-29-8.png
 
Aug 30, 2015
359
451
Possibly the best thing I've ever made. Woo! Clearing low bars today
Point B Dev.JPG
 

seth

aa
May 31, 2013
1,019
851
Hello Guys!
I want to start modelling props and weapons for tf2. Have you got any recommendications on what software to use ?

Not the place for questions. You should probably start with Blender, it's free.
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
Hello Guys!
I want to start modelling props and weapons for tf2. Have you got any recommendications on what software to use ?
Blender is definitely a program you should try. There are plenty of tutorials on youtube and the best thing that Blender is free and it's even on steam.