WiP in WiP, post your screenshots!

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
It wouldn't look nearly as good as it does now if it were a brush.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Thats a little creepy there quakeman...

-see my next post for updated shot-

First pass through Red saw room, not sure about the wood textures. Been looking into detailing guides and stuff (like techniques, etc)... So I'm kinda detailing in the dark here...
 
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Mariner

L2: Junior Member
Jan 16, 2011
59
20
http://dl.dropbox.com/u/20389014/blu_basemodeling2.png
http://dl.dropbox.com/u/20389014/blu_basemodeling3.png
http://dl.dropbox.com/u/20389014/blu_basemodeling4.png

I'm calling LOD 0 done as far as modeling goes. I'm going to quickly degrade this into at leats two additional LODS, then texture and figure out how I can instance/divide this into chunks to be placed in the map.

EDIT: Dammit, I forgot to clean up the seams on the top half of the shell from the symmetry operations. Of course, even now it's still less polys than 90% of the weapons in TF2. :p
 
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Sep 1, 2009
573
323
Like the room Fr0z3n but that drooping metal is just to low and looks bad make it less droopy. I don't want molten metal roofs.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
The sagging roof could work if you tweaked the displacements some more. From this angle it looks more like they're stretched downward instead of just bent.
 

BrainInBlack

L1: Registered
Feb 8, 2011
33
12
CP Complex B (preAlpha)



My very first map, in a very early stage. That means, no actual textures, no light (except debug lights), no cubemaps, way to much visleafs and many more :D

This will be a cp_badlans (gamplay) style, cp map, with a industrial, clean, theme. Yeah pretty basic, but again: It´s my first map!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Frozen, I'm not too keen on the high contrast between the dark beams and light main wood. But other than that, awesome :D
 

Gerbil

aa
Feb 6, 2009
573
846
galileea6.JPG


Working on Galilee a6. So far:
> Extended capture time for the last point by 1 second.
> Removed some cover in 2nd-last area. People complained there was too much.

Now I'm just messing around with the geometry to get ready for the detailing phase.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Frozen, I'm not too keen on the high contrast between the dark beams and light main wood. But other than that, awesome :D

It looks fine in game since i've done a little to the lighting.... I'll leave it for now and when I release b1 and people play through it, I'll grab feedback.
 
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Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
http://dl.dropbox.com/u/20389014/blu_basemodeling2.png
http://dl.dropbox.com/u/20389014/blu_basemodeling3.png
http://dl.dropbox.com/u/20389014/blu_basemodeling4.png

I'm calling LOD 0 done as far as modeling goes. I'm going to quickly degrade this into at leats two additional LODS, then texture and figure out how I can instance/divide this into chunks to be placed in the map.

EDIT: Dammit, I forgot to clean up the seams on the top half of the shell from the symmetry operations. Of course, even now it's still less polys than 90% of the weapons in TF2. :p

I'd just cut it into slices at the seams between each window. probably no reason to even texture more than than that and tile it. Unless you'll have specific details somewhere. It's round enough that I don't even think you'll notice it tiling.

I also don't think you need LOD's.
1- it's not that many polys for something so large anyway.
2-lod swaps look like crap, but it's easy enough to not notice/be bothered by on small things. But something that large and noticeable, popping and/or changing shading would be really noticeable.
3-it's going to be the focus of that area, so if you're going to 'waste' polys and texture anywhere that would be the place to do it.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
This is some screenshots from the blue spawn of my contest entry. But because of a lack of time, I will probably don't continue it.

cp_waterfront_a10004.jpg


cp_waterfront_a10005.jpg


cp_waterfront_a10006.jpg