WiP in WiP, post your screenshots!

AsG_Alligator

qhull precision error
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Aug 5, 2016
620
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I started making a model for the aviary in stage 1:
5I0TM48.png
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
Thats how aviary looks in-game:
x5LHf7N.jpg

I'll have to fiddle with cliffs around this area cause the model doesnt really fit well with them (and it looks weird with map-skybox render order).
 

Moonrat

nothing left
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Jul 30, 2014
932
585
Thats how aviary looks in-game:
x5LHf7N.jpg

I'll have to fiddle with cliffs around this area cause the model doesnt really fit well with them (and it looks weird with map-skybox render order).
You could probably get away with hiding the edges of the aviary behind cliffs, rather than attempting to connecting it all together.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198

nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Geometry of the first stage of my 3 stage Japanese themed payload done! Now time to add the game logic.
pl_kazan_a10003.jpg
pl_kazan_a10004.jpg
pl_kazan_a10005.jpg
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
You could probably get away with hiding the edges of the aviary behind cliffs, rather than attempting to connecting it all together.

In certain places I got skybox-map blending looking pretty good:
upload_2016-10-24_10-49-33.png

In others... Not so much (ignore lighting of the treecards)
upload_2016-10-24_10-50-27.png
 

Moonrat

nothing left
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Jul 30, 2014
932
585
In certain places I got skybox-map blending looking pretty good:
upload_2016-10-24_10-49-33.png

In others... Not so much (ignore lighting of the treecards)
upload_2016-10-24_10-50-27.png
Mmmmm. The only things I could think of is either moving back the aviary in that area, which I doubt you want to do. Or if you just changed the rock wall to the same concrete structure as that blended area. It'd probably look better without sacrificing any gameplay.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Thats how aviary looks in-game:
x5LHf7N.jpg

I'll have to fiddle with cliffs around this area cause the model doesnt really fit well with them (and it looks weird with map-skybox render order).
I would go with much thinner beams, these thick beams dont realy fit well, especialy since they get wider near the sides. A straight thinner beam (see the width at the center) would look alot better.I would also try to get the cross sections better since those fences dont realy do well (i would expect a few support beams with those aswel, the transition from very thick to very thin happens too fast). And lastly i would even expect some diagonal supports. All those show some stronger structure but should visualy block less.

Also, i would try to lower the displacements near the center. For birds you would want to prefer a much larger space for them to fly and atm it looks rather small. Closer near the edge a higher wall makes more sense to somewhat hide the part that its an aviary, and to hide its supports there.

I would also look at this (unless you dont want mgs5 spoilers):
Start at 0:23
View: https://www.youtube.com/watch?v=lbMI554TWWE

This already shows the height of an aviary (And it also has a bowl shaped top)

Hopefully it can inspire you
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
My problems making an underwater map!


working with lights! scary...but not pitch black.
20161028194306_1.jpg








good looking water!...hmmm, needs more bubbles.

20161028194315_1.jpg








Art Deco! is really hard to work with in this game...I CAN'T SEE IT!!!!
20161028194401_1.jpg










last...but not least...working around sky boxis.
20161028194408_1.jpg


what do you think? it is obviously a BioShock map.
 

Empyre

L6: Sharp Member
Feb 8, 2011
309
187
Having a map dimly lit looks great, but then you can't see other players, or you can see them but you can't tell what team they're on.
 

Moonrat

nothing left
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Jul 30, 2014
932
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nRNekdT.jpg


Am I still relevant?
I'm really iffy on the red grain elevator texture you have all over the walls. I think you might want to change it something else, but then again, I have yet to see the lighting for the map. Lighting could fix it quite a bit, but I'll reserve such judgements until you compile it.
 
Nov 2, 2010
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nRNekdT.jpg


Am I still relevant?

A good way to make wooden detailing look good is to think about the alignment of the wooden planks on the texture. Angle them so they would logically have planks in that direction. To use some of my detailing as an example:

F3E500EC64BBDADC32C3EF17071FAD16FF5CF89D


I used vertical beams on corners and horizontal beams to segment each layer of the building to make it look like it's actually behing held up.

The ordinary walls use vertical planks and for angled pieces of wood use the alt+m2 technique with the :faceedittool: tool to copy the orientation of other faces so they line up neatly.
 
Aug 30, 2015
359
451
With 5,331,887 seconds left in the asymmetry contest, I don't think I'll have time to finish this. I like what I see but at the rate I'm going it won't be testable until the spring
20161029225325_1.jpg