1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

WIP(CS:GO) De_Agri

  • Vinneri
  • January 20, 2015 at 10:18 PM
  • Vinneri
    • February 9, 2015 at 3:36 PM
    • #21

    I agree with you, that is just too strong color. Atm I use it just to get the idea how it will approx look.


    Next building:


    [Blocked Image: http://puu.sh/fGINj/79b0012dc5.jpg]

  • Vaya
    • February 9, 2015 at 3:52 PM
    • #22

    [Blocked Image: https://c2.staticflickr.com/6/5175/5561932507_cb432057d1.jpg]


    it isn't really ever a realistic look (even in real life)

  • tomm
    • February 9, 2015 at 4:06 PM
    • #23

    I think it would look really great if you made it worn out a little, like on this pic


    [Blocked Image: http://thumb9.shutterstock.com/display_pic_with_logo/216277/216277,1219433012,2/stock-photo-red-barn-16426576.jpg]


    you could also make use of the 4blend textures to break the red color up, since the majority of the map is red.


    edit: it also appears that you already use color correction, is that true? maybe that's why the red color is so dark/strong.

  • Vinneri
    • February 9, 2015 at 4:09 PM
    • #24

    Come to Finland, so I can show you what's it like in here. I've born in farm and countryside, so I have pretty good idea what I'm doing. Got to say that american farms are totally different compared to Finland. I want to make modern farm with new architecture. Here some reference:


    [Blocked Image: http://puu.sh/fGLjT/52349b62a4.jpg][Blocked Image: http://puu.sh/fGLmJ/e20a3bea85.jpg][Blocked Image: http://puu.sh/fGLIz/a6891c870f.jpg][Blocked Image: http://puu.sh/fGMqx/6b04b22af4.jpg][Blocked Image: http://puu.sh/fGMAd/fb73d86c56.jpg][Blocked Image: http://puu.sh/fGMDx/e5759af062.jpg]

    This is modern Finland

  • Vaya
    • February 9, 2015 at 4:15 PM
    • #25

    those references look less colour saturated.


    A new skybox/ light env might help? finland looks quite overcast.

  • Vinneri
    • February 9, 2015 at 4:24 PM
    • #26
    Quote from Vaya

    those references look less colour saturated.


    A new skybox/ light env might help? finland looks quite overcast.

    So you are criticizing the textures or brushwork? (or both ) With textures I'm going to focus a bit later, but now I'm focusing on brushwork.

  • Vinneri
    • February 9, 2015 at 4:32 PM
    • #27
    Quote from tomm

    you could also make use of the 4blend textures to break the red color up, since the majority of the map is red.


    edit: it also appears that you already use color correction, is that true? maybe that's why the red color is so dark/strong.

    great idea!


    Not using color correction yet. I'm doing brushwork atm.


    I feel now, that you guys are pushing me to focus on textures more at this stage of development. Damn you

  • tomm
    • February 9, 2015 at 4:45 PM
    • #28

    well you just posted screenshots without describing what we should be looking at, so we will naturally criticize the overall look.


    now with those ref pics I see what you're aiming for, but still.. real life doesn't necessarily have to look good in game.


    I think the main issue is lighting and shadows, you should make them less dominant.


    and no offense dude, we're just trying to help.

  • Vaya
    • February 9, 2015 at 4:49 PM
    • #29
    Quote from Vinneri

    So you are criticizing the textures or brushwork? (or both ) With textures I'm going to focus a bit later, but now I'm focusing on brushwork.

    neither really. If you are trying to match your references though you can't just take one area into consideration. I think your textures match the references quite closely but the lighting doesn't match...


    I think that's why it looks 'off' at the moment. Does that make sense?

  • Vaya
    • February 9, 2015 at 4:54 PM
    • #30

    The current look is so overpowering most people will comment on that first. Maybe revert to dev textures for now until you are wanting to focus on texturing and lighting?

  • Vinneri
    • February 9, 2015 at 4:58 PM
    • #31
    Quote from Vaya

    So you are criticizing the textures or brushwork? (or both ) With textures I'm going to focus a bit later, but now I'm focusing on brushwork.


    neither really. If you are trying to match your references though you can't just take one area into consideration. I think your textures match the references quite closely but the lighting doesn't match...


    I think that's why it looks 'off' at the moment. Does that make sense?


    It makes a bit. I want to keep mid sunny day, but make it so, that light don't oversaturate red. Also red texture needs a bit more dirt on it and color correction should do the rest. Grass and dirt are too bright atm, so changing them will make overall better.


    More likely that going back to dev, I'm going to take a little break from posting and show more when everything is fixed. Those textures are placekeepers, so I can see how it will work when I decide to fix textures, with devs, I can't do it.

  • Vinneri
    • February 10, 2015 at 7:00 PM
    • #32

    Whole day working with ground texture. Getting it done well is so hard. Want to show you how to get from error to another error and finally (maybe) to the goal.

    [Blocked Image: http://puu.sh/fJ9ob/028baa9f74.jpg][Blocked Image: http://puu.sh/fJtJr/807bd3de74.jpg][Blocked Image: http://puu.sh/fJAcn/f8de64f533.jpg][Blocked Image: http://puu.sh/fJYNL/b527bdec39.jpg]


    Current ref: [Blocked Image: http://puu.sh/fJMMV/92f82d58e1.jpg]


    I liked that first pic too, but couldn't find any good ref to make it look better.

  • Squad
    • February 10, 2015 at 10:02 PM
    • #33
    Quote from Vinneri

    Whole day working with ground texture. Getting it done well is so hard. Want to show you how to get from error to another error and finally (maybe) to the goal.

    [Blocked Image: http://puu.sh/fJAcn/f8de64f533.jpg]


    I like this one. Makes it look like a tractor drove by after a hard day's work on the fields

    It could use some tweaking though, like the dirt is too dark. A normal map would help the texture too.

  • Vinneri
    • September 28, 2015 at 5:52 PM
    • #34

    Hey guys!

    Some of you may remember me making this map for some time ago. I think I'm never going to finish my project. Why? Because of this: "Hammer compile: Too many t-junctions to fix up" I've fought with this beast few times but I think I'm done now. I was 6 months off and today I tried again and here I am.

    I know why it pops up, but only real solution is to make some of my brushes to models with Propper. Problem is that there aren't any easy enough guides for Propper with CS:GO. I have tired it two times with failures and I'm screwed. Motivation is down with the map, because of this shit. I'm just too stupid to use Propper, lol. I would want to finish the map, but this brickwall is too thick for me. What can I do?

  • Epic
    • September 29, 2015 at 12:36 AM
    • #35
    Quote from Vinneri

    Hey guys!

    Some of you may remember me making this map for some time ago. I think I'm never going to finish my project. Why? Because of this: "Hammer compile: Too many t-junctions to fix up" I've fought with this beast few times but I think I'm done now. I was 6 months off and today I tried again and here I am.

    I know why it pops up, but only real solution is to make some of my brushes to models with Propper. Problem is that there aren't any easy enough guides for Propper with CS:GO. I have tired it two times with failures and I'm screwed. Motivation is down with the map, because of this shit. I'm just too stupid to use Propper, lol. I would want to finish the map, but this brickwall is too thick for me. What can I do?

    I think your best choice would to be look on forums for someone to help you with propper or continue messing around with propper. I cant use it my self either. But honestly I hope you find a solution this game looks amazing good luck!

  • El_Exodus
    • September 29, 2015 at 12:55 AM
    • #36

    I used Tophattwaffles tutorial for Propper and i got it to work properly. What's your problem with it?

  • Vinneri
    • September 29, 2015 at 10:37 AM
    • #37
    Quote from El_Exodus

    I used Tophattwaffles tutorial for Propper and i got it to work properly. What's your problem with it?

    If you mean this one: https://www.youtube.com/watch?v=nyE4BY5ySUg

    I'm stuck with "info_prop_options" entity, because I cannot find it (I guess there's new entity for that)

  • El_Exodus
    • September 29, 2015 at 11:51 AM
    • #38

    nope, the written tutorial: http://www.tophattwaffle.com/configuring-propper-for-steampipe/

  • Vaya
    • September 29, 2015 at 12:05 PM
    • #39

    I'd love to know when the T-Junction stuff comes into effect. I have A LOT of func_detail so I'm dreading it

  • text_fish
    • September 29, 2015 at 2:15 PM
    • #40
    Quote from Vaya

    I'd love to know when the T-Junction stuff comes into effect. I have A LOT of func_detail so I'm dreading it

    As I understand it, it has more to do with how you use your func_detail's rather than how many there are, so you may never experience the problem.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™