WiP in WiP, post your screenshots!

Moth

L2: Junior Member
Jul 3, 2016
82
247
Good point yeah, thanks for pointing it out. For now i'm working with the hong kong props, which do visually what I need. If I expand on this i'll end up making my own urban signs with japanese characters. Im keeping it to hammer rn, but hopefully I can make cool stuff that fits the theme.
 
Nov 13, 2015
138
512
updated some textures, considering coming up with a better name for the map then "nothing" D:

red side, not really sure if I like the wash out red textures...

8C441D71D72C1BA787E779B19758B00907B747E8


blu side,

2814A3F5650203E27F14B61831A3D8ED2CE4FD82


still some minor tweaks before I can post b4 version, but hoping to upload it later today...
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
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
1,866
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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