WiP in WiP, post your screenshots!

Asd417

Sample Text
aa
Mar 20, 2016
1,462
1,035
8C441D71D72C1BA787E779B19758B00907B747E8
I am not sure how a brick texture blends into concrete like that.
 

Idolon

they/them
aa
Feb 7, 2008
2,126
6,139
Looks more like spray paint or colored dust than plaster. You only get a soft gradation between materials if they're soft or loose, which you don't want for walls. If you want a decayed plaster sort of look you'd want some hard edges, but those will draw the eye in a way that you probably don't want. Also the way its localized on the wall (where the plaster has and hasn't fallen off the wall) looks wrong. I'd recommend making walls either fully stone or fully colored, and maybe removing a few chunks to show age.

If you're locating the colors towards the bottom to provide some sort of compositional grounding, you could supplement that with some denser foliage. Vines tend to be denser where they start growing, and the vines as they are look kinda lonely.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
You could try using blend displacements with a proper blendmodulate mask. Both pd_watergate and cp_overgrown use displacement textures like that to great effect. Basically the wall as you have it now is nodraw, and then you have a displacement in the same spot. The displacement will show through the nodraw, and the blending will let you get the transistion better looking and without repetitive patterning you'd have with non-displacements.
 
Nov 13, 2015
138
512
You could try using blend displacements with a proper blendmodulate mask. Both pd_watergate and cp_overgrown use displacement textures like that to great effect. Basically the wall as you have it now is nodraw, and then you have a displacement in the same spot. The displacement will show through the nodraw, and the blending will let you get the transistion better looking and without repetitive patterning you'd have with non-displacements.

yeah, it would be very easy to convert all the brushes to displace, agree that it does not look 100% right now :)


some b4 screens (also changed the name to Heart of the Oak)
hoto_b4_final01-jpg.52126

hoto_b4_final02-jpg.52127

hoto_b4_2nd02-jpg.52125

hoto_b4_2nd01-jpg.52124

hoto_b4_mid02-jpg.52129

hoto_b4_mid01-jpg.52128


download it here: https://tf2maps.net/downloads/heart-of-the-oak.3270/
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,867
While working on updating Helix, I got a little distracted while mapping and started to detail. It's pretty rough and bare-bones now, but I'm happy with where it's going. Also it's almost 2 a.m. here and I'm about to crash.

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