RA7 Posted August 25, 2016 Report Share Posted August 25, 2016 49 minutes ago, grapen said: Detailing the room that connects T-spawn with B-site and the secondary entrance to mid for T's. that room needs an armor and some paintings or a banner... grapen 1 Quote Link to comment Share on other sites More sharing options...
grapen Posted October 18, 2016 Author Report Share Posted October 18, 2016 Progress started to really kick off once I began working with Substance Designer a few weeks back. Churning out textures and models, beginning to see the light I guess. Sprony, tomm, 'RZL and 11 others 14 Quote Link to comment Share on other sites More sharing options...
Squad Posted October 18, 2016 Report Share Posted October 18, 2016 Looks very nice. A bit too clean though. I'd dirty it up a bit Keep up the good work! grapen 1 Quote Link to comment Share on other sites More sharing options...
Roald Posted October 19, 2016 Report Share Posted October 19, 2016 (edited) I agree. And maybe add some green (plants, tree, flowers) or w.e on the (edit) right upper screen. It looks really plain in my opinion. Anyway I love the new textures! Cant wait too see this one being finished. Edited October 19, 2016 by Roald grapen 1 Quote Link to comment Share on other sites More sharing options...
grapen Posted October 19, 2016 Author Report Share Posted October 19, 2016 Yep, still painting with the large brush strokes to get composition, color and values right. Looking forward to getting down to the finer details soon(TM) :-) The big brush in the center of the upper left screen has been unchanged since the greybox, for example. ? Quote Link to comment Share on other sites More sharing options...
grapen Posted November 6, 2016 Author Report Share Posted November 6, 2016 Working on finishing up the chapel area. Felt the previous art direction here was too similar to the rest of the map. Still not sure what objects to drop on the floor, as I don't want them to obstruct player movement. A bunch of pews is therefore out of the question, even though it would look sick visually. will2k, leplubodeslapin, Plat and 3 others 6 Quote Link to comment Share on other sites More sharing options...
Squad Posted November 6, 2016 Report Share Posted November 6, 2016 I like it Would be nice if the stained glass in the second picture has some light coming through. And how about some stacked pews against the walls instead? grapen, Plat and leplubodeslapin 3 Quote Link to comment Share on other sites More sharing options...
grapen Posted November 6, 2016 Author Report Share Posted November 6, 2016 4 hours ago, Squad said: I like it Would be nice if the stained glass in the second picture has some light coming through. And how about some stacked pews against the walls instead? Oh! That's a neat solution, the added height even makes it usable for cover as long as I throw some kind of dust-protecting fabric over the back of it. I've got some experimenting to do The stained glass is something I spent a lot of thought on a while back. It's not being directly hit by sunlight, but it gets a lot of reflective light from the building opposite of it. I added some colored directional light, but they're not very convincing, and with the new reddish texture they're being consumed so that they're hardly noticable. I don't have enough source experience to know what's technically possible here, so I'll gladly take tips! Quote Link to comment Share on other sites More sharing options...
Squad Posted November 16, 2016 Report Share Posted November 16, 2016 (edited) On 6-11-2016 at 6:08 PM, grapen said: The stained glass is something I spent a lot of thought on a while back. It's not being directly hit by sunlight, but it gets a lot of reflective light from the building opposite of it. I added some colored directional light, but they're not very convincing, and with the new reddish texture they're being consumed so that they're hardly noticable. I don't have enough source experience to know what's technically possible here, so I'll gladly take tips! Is it visible from the other side as well? If so, have an illuminated texture on the inside and a normal one on the outside. On the inside, there's a light_spot and some func_dustmotes. A better example is the updated inferno. I suggest you take a look at how they did it Edited November 16, 2016 by Squad grapen and RA7 2 Quote Link to comment Share on other sites More sharing options...
RA7 Posted November 17, 2016 Report Share Posted November 17, 2016 Dig the colored window.. :-) Quote Link to comment Share on other sites More sharing options...
blackdog Posted November 17, 2016 Report Share Posted November 17, 2016 *Neo's voice in matrix reloaded* "That's a nice trick" RA7 1 Quote Link to comment Share on other sites More sharing options...
text_fish Posted November 23, 2016 Report Share Posted November 23, 2016 On 11/16/2016 at 9:49 PM, Squad said: I definitely feel like Valve had got bored of remaking inferno by the time they got around to that stained glass texture. The lighting is nice and subtle though. Klems 1 Quote Link to comment Share on other sites More sharing options...
grapen Posted December 3, 2016 Author Report Share Posted December 3, 2016 Not much of an update unfortunately, but I decided to recreate just about every texture in substance. Ugh. I'm about as close to my vision as I'll get now though. Just a few more props to go. will2k, text_fish, Plat and 4 others 7 Quote Link to comment Share on other sites More sharing options...
Oliver Posted December 3, 2016 Report Share Posted December 3, 2016 Great work, grapen! I would love to see more work done on the architecture, specifically I would break up all your large flat surfaces. Your interior work is good grapen 1 Quote Link to comment Share on other sites More sharing options...
will2k Posted December 4, 2016 Report Share Posted December 4, 2016 17 hours ago, grapen said: Not much of an update unfortunately, but I decided to recreate just about every texture in substance. Ugh. I'm about as close to my vision as I'll get now though. Just a few more props to go. The second shot is sheer awesomeness. The first one has a lot of visual contrast between the wall and the ceiling. This ceiling feels over-bright compared to the walls. Maybe a darker texture or tweaking the ceiling lighting could add some depths and shadows to this ceiling. Slightly less saturated wall texture could also do the trick. Keep up the great work Roald, esspho, Freaky_Banana and 1 other 4 Quote Link to comment Share on other sites More sharing options...
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