WiP in WiP, post your screenshots!

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Personally, I don't think tf2 would look very good with sharper shadows everywhere
There is a thread somewhere, and I looked for it but could not find it for the life of me, where someone had imported all the assets into CSGO and recompiled Upward in it. Looked.... barely any different actually. Here's a link to it on the Workshop.
 

Simulacron

L-3: Simulated Member
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Feb 17, 2016
313
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working on my minecraft mod. currently got 4 new ores, cobalt, tungsten, mythril and titanium. i'm working on addind more ores like nikolite and uranium and tons more. i'm also working on some new mobs. heres an new spore/mushroomy creeper (totally not based of some mushroomy enemies from terraria or anything)

TEj3s6I.png
Cobalt and tungsten look very similar to lapis and coal. I would also miss mythril every single time, because the texture is so close to the default stone one.
 

Vel0city

func_fish
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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
498
848
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
4,701
2,583
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
4,701
2,583
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
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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*)
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Apr 10, 2014
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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
1,461
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
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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
 

Kube

Not the correct way to make lasagna
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Aug 31, 2014
1,342
1,850
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.
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AsG_Alligator

qhull precision error
aa
Aug 5, 2016
620
1,223
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
153
356
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