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[CS:GO] de_scepter (WIP)

  • grapen
  • August 12, 2015 at 12:24 AM
  • RA7
    • August 7, 2016 at 12:56 PM
    • #41

    Looks very promising, but a bit overbright, and too clean......

  • grapen
    • August 7, 2016 at 4:38 PM
    • #42
    Quote from RASEVEN

    3 hours ago, RASEVEN said: Looks very promising, but a bit overbright, and too clean......

    Yeah I've been putting off making blends and decals for a while now, going to have to do it sooner or later. I won't go crazy on the grime though, my reference material of neo gothic castles are generally pretty clean due to them often being no more than 100 years old, unlike early gothic that can be as old as 800 years.

  • Roald
    • August 8, 2016 at 2:14 PM
    • #43

    Nice layout and theme and really interresting layout! keep up the good work

  • grapen
    • August 20, 2016 at 8:37 PM
    • #44

    Details and textures are coming along fairly well. Added this honey-like color to the palette so as to more clearly differentiate the main A-path from the B-path for T's. Pillars and doorframe use temporary textures. I think this scene needs some black marble and mahogny furniture next. Doing everything I can to sell it as something WAY different than cbble. Skilled players should enjoy bunny-hopping from T-spawn to mid.

    The content cannot be displayed because it is no longer available.

  • grapen
    • August 25, 2016 at 10:34 PM
    • #45

    Detailing the room that connects T-spawn with B-site and the secondary entrance to mid for T's.

    The content cannot be displayed because it is no longer available.

  • RA7
    • August 25, 2016 at 11:25 PM
    • #46
    Quote from grapen

    49 minutes ago, grapen said: Detailing the room that connects T-spawn with B-site and the secondary entrance to mid for T's.

    The content cannot be displayed because it is no longer available.

    that room needs an armor and some paintings or a banner...

  • grapen
    • October 18, 2016 at 10:46 PM
    • #47

    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.

    The content cannot be displayed because it is no longer available.

  • Squad
    • October 18, 2016 at 11:08 PM
    • #48

    Looks very nice. A bit too clean though. I'd dirty it up a bit :) Keep up the good work!

  • Roald
    • October 19, 2016 at 9:18 AM
    • #49

    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.

  • grapen
    • October 19, 2016 at 11:10 AM
    • #50

    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. ?

  • grapen
    • November 6, 2016 at 12:14 PM
    • #51

    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.

    The content cannot be displayed because it is no longer available.

  • Squad
    • November 6, 2016 at 12:51 PM
    • #52

    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?

    [Blocked Image: http://www.aegistra.com/uploadedfiles/site/photos/images/largest/LHCL_Charterhouse%20Epsom%20College_658_15_um_ec_cg_2.jpg]

  • grapen
    • November 6, 2016 at 5:08 PM
    • #53
    Quote from Squad

    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?

    [Blocked Image: http://www.aegistra.com/uploadedfiles/site/photos/images/largest/LHCL_Charterhouse%20Epsom%20College_658_15_um_ec_cg_2.jpg]

    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!

  • Squad
    • November 16, 2016 at 9:49 PM
    • #54
    Quote from grapen

    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.

    [Blocked Image: http://i.imgur.com/h6vTEQ4.jpg]

    On the inside, there's a light_spot and some func_dustmotes.

    [Blocked Image: http://i.imgur.com/8L7jtoQ.jpg]

    A better example is the updated inferno. I suggest you take a look at how they did it :)

    [Blocked Image: http://i.imgur.com/jMbPvJm.jpg]

  • RA7
    • November 17, 2016 at 12:31 PM
    • #55

    Dig the colored window.. :)

  • blackdog
    • November 17, 2016 at 2:03 PM
    • #56

    *Neo's voice in matrix reloaded*

    "That's a nice trick"

  • text_fish
    • November 23, 2016 at 11:02 AM
    • #57
    Quote from Squad

    On 11/16/2016 at 9:49 PM, Squad said: [Blocked Image: http://i.imgur.com/jMbPvJm.jpg]

    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.

  • grapen
    • December 3, 2016 at 8:51 PM
    • #58

    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 content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • Oliver
    • December 3, 2016 at 10:32 PM
    • #59

    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 :)

  • will2k
    • December 4, 2016 at 2:54 PM
    • #60
    Quote from grapen

    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 content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    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 :)

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