WiP in WiP, post your screenshots!

Vel0city

func_fish
aa
Dec 6, 2014
1,947
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Could you rephrase the question? I'm not sure that I follow.
Rather than having hard shadows everywhere like CS:GO (or any modern game because realism) you can still have shadows that look a bit washed out (no hard edges), kinda like the current lightmapped shadows (which are also a bit washed out looking without hard edges and lots of contrast between something in shadows and something in direct lighting), right? But still be way better than the current blocky-ness of lightmapped shadows.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
499
852
Did some more detailing to Teufort GP. I really liked the out of bounds mountain area, but it's a shame it's kinda tricky to see in a game since the camera points downwards. Oh well.

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Mar 23, 2013
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Personally, I don't think tf2 would look very good with sharper shadows everywhere

I agree and thats why I have shadows set to low in tf2 because imo they look much better. Also the high shadows overlap and thats just plain unrealistic and throws me off everytime I see it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,707
2,586
Rather than having hard shadows everywhere like CS:GO (or any modern game because realism) you can still have shadows that look a bit washed out (no hard edges), kinda like the current lightmapped shadows (which are also a bit washed out looking without hard edges and lots of contrast between something in shadows and something in direct lighting), right? But still be way better than the current blocky-ness of lightmapped shadows.
I don't think Source has a way to blur the cascading shadows, no. But apparently Black Mesa does.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,707
2,586
Black Mesa (the paid version) added their own implementation of cascading shadows that don't break in conjunction with flickering lights and have an option in the settings menu to make them blurrier (which apparently impacts performance something awful).
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Black Mesa (the paid version) added their own implementation of cascading shadows that don't break in conjunction with flickering lights and have an option in the settings menu to make them blurrier (which apparently impacts performance something awful).
Yup, the soft shadows option. It takes so mich fps away it actually crashes the game on my system.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,328
1,869
Jumping on the bandwagon, and working on a weapon skin.

tf2_weaponskin_wip.png


Give me feedback! This is still a WIP and I need to make some changes. Giving me feedback can help me find problems I might have overlooked!
 

Asd417

Sample Text
aa
Mar 20, 2016
1,463
1,035
Jumping on the bandwagon, and working on a weapon skin.

tf2_weaponskin_wip.png


Give me feedback! This is still a WIP and I need to make some changes. Giving me feedback can help me find problems I might have overlooked!
I like the concept but I think the art style is way too off from tf2 (not that any powerhouse skins fit tf2). If you could change the pixel style to more cartoon style with no visible pixels, it will work nice.
 

Jusa

aa
May 28, 2013
380
620
20171030005842_1.jpg

Managed to match Kalinka last interiors precisely to the 3D sky.
Really ties the whole thing together once you match the skybox to the world geometry.

Heres the skybox seam:
20171030005906_1.jpg 20171030005918_1.jpg
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851
Still working on that trade map. Not finished, but not looking too shabby, either.

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S

saph

I haven't posted in a while due to trying to grind out the complete overhaul of Conduit. Got bored the other day and decided to try a crack a Steelpit again. Here's a scrapped idea. (The point being flush to the back causes all sorts of issues, but I have some decent brushwork done elsewhere.) Back to square one for B though. I'll post A in a couple of days probably. Maybe I'll have a release in time for my birthday, we'll see.

Berry's Autumn Pack and Void's Nuclear Waste are looking great though.
p0hqFaB.jpg)
p0hqFaB.jpg
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
621
1,228
My first "serious" weapon skin:

Bonus bread!
upload_2017-10-31_0-0-35.png

I chose a poop skin for testing the look of it because civic duty has pretty small pattern scale, but its something...
 

ProfHappycat

Server Staff
Aug 2, 2015
155
358
My first "serious" weapon skin:

Bonus bread!
upload_2017-10-31_0-0-35.png

I chose a poop skin for testing the look of it because civic duty has pretty small pattern scale, but its something...
imo the white does not mix with the brown and green well, I'd try to use some other color for that
 
Jul 5, 2016
503
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20171030005842_1.jpg

Managed to match Kalinka last interiors precisely to the 3D sky.
Really ties the whole thing together once you match the skybox to the world geometry.

Heres the skybox seam:
20171030005906_1.jpg 20171030005918_1.jpg
Do you know the correct way to align the skybox, or are you just guessing?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,851
Do you know the correct way to align the skybox, or are you just guessing?
If you create your 3D skybox geometry at a regular scale first along with the rest of your map, put the sky_camera at the map's origin, select the camera along with the geometry, and then shrink it by 1/16, everything should align with the playable map.

(Unless you're just asking Jusa if they know how to align a 3D skybox, which... they just demonstrated that they can so I'm not sure why you'd ask.)