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[WIP] De_Glace

  • NikiOo
  • May 25, 2017 at 3:40 PM
  • NikiOo
    • August 23, 2017 at 9:13 AM
    • #41

    I bake my AO in 3DS max

  • leplubodeslapin
    • August 23, 2017 at 10:23 AM
    • #42

    You can bake an AO in Blender too.

    For that, go into the UV Editing window and make sure your UV Unwrapping is finished. Then, create a New Image :

    [Blocked Image: http://i.imgur.com/FbJv9vE.png]

    Choose a image resolution and fill it with anything, it will be erased anyway.

    Then go back in the default Window and Object mode. On the right panel, get into the World tab :

    [Blocked Image: http://i.imgur.com/GMnHxZn.png]

    Check the "Ambient Occlusion" box and below, in the "Gather part", change Distance and Samples to the desired values.

    I personally use 20 samples, it's enough to get smooth AO and fast enough. For the Attenuation, i find 50 to be relevant but it depends of the size of your model. For the information, i always model everything scale 1:1 (1 units in Blender = 1 units in Hammer). If you do that, 50 is a great attenuation distance value.

    After that, get in the Bake tab (first one)

    [Blocked Image: http://i.imgur.com/wfctcNd.png]


    Go into the Bake part and configure it like that :

    [Blocked Image: http://i.imgur.com/6K12u9L.png]

    Normalized might not be the best to get homogeneous AO between all your models, but i prefer to use it, it gets more contrasts.

    Finally, click on the Bake button and you should get your AO :

    [Blocked Image: http://i.imgur.com/C18Cneh.png] (viewed in Texture shading)

    [Blocked Image: http://i.imgur.com/BOnsdPT.png]


    Finally : Image → Save As Image

    [Blocked Image: http://i.imgur.com/Wwxd6Go.png]


    Hope this helps

  • NikiOo
    • August 24, 2017 at 10:14 PM
    • #43

    Changed the colors on A site from Green and Red to Yellow and Red and removed the water in the Ship. I'm working on making this bombsite more believable by turning it into something like a small shipyard or whatever:

    Spoiler

    Sick new stairs here for smoother movement:

    Spoiler

    And here is another screenshot of the WIP truck. I've added some snow to it just to see how it looks and I'll keep it if I have time to do the same with all other props and textures across the map, for consistency (probably won't):

    Spoiler With snow:

    Without snow:

    I'm working on other vehicles as well.

  • NikiOo
    • August 30, 2017 at 3:50 PM
    • #44

    Started modeling the front of the ship:

    Spoiler

    Also did some detailing around this area:

    Spoiler

  • NikiOo
    • August 30, 2017 at 10:03 PM
    • #45

    Starting to get the snowy vibes:

  • NikiOo
    • September 9, 2017 at 7:54 PM
    • #46

    Tadadadaaaa:

  • NikiOo
    • September 10, 2017 at 5:16 PM
    • #47

    Beware! Long post!

    V12 coming up:

    - Adjusted the CT rotation timings and fixed some weird angles. Here are some screenshots from the new CT spawn:

    - Here is the new path for CTs to Outside (goes underneath the connector to B site):

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

    - Changes to outside (the vehicle in the middle is WIP, placeholder brush in it's place):

    - Shortened the connector to B from outside:

    - Some more screenshots of first art pass on the buildings:

    - This is what the ship currently looks like:

    Probly gonna retexture it in 4k and add more detail to the model cuz it looks like shite right now.

  • NikiOo
    • September 12, 2017 at 10:44 AM
    • #48

    Made an ice model for the water:

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

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

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

    There are some parts of the prop that look weird and unrealistic but I'm working on it. I will add a slight reflection as well.

    I'm trying different water textures. This one is from inferno.

    I'm testing it on V7 cause everything else is broken. Yes, Valve messed up hammer again.

  • Andre Valera
    • September 13, 2017 at 6:42 AM
    • #49

    You've done an excellent job of updating everyone with your progress and I think at this point having an environment artist help finish up the remaining tasks would really speed along the production process

  • NikiOo
    • September 13, 2017 at 9:17 AM
    • #50

    The first art pass is done in most outside areas:

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

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

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

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

    I've got that tower on the top as a landmark/orientation point.

    Quote from Andre Valera

    2 hours ago, Andre Valera said: You've done an excellent job of updating everyone with your progress and I think at this point having an environment artist help finish up the remaining tasks would really speed along the production process

    I'll think about that. Maybe I will need someone to help me with the indoor stuff.

  • Apeyou
    • September 13, 2017 at 11:54 AM
    • #51

    Looks great, although the yellowish texture makes the map feel 'warm', while it should feel cold because of the setting you're going for. Maybe try a less vibrant color or play around with some color correction. Keep it up!

  • NikiOo
    • September 14, 2017 at 10:28 AM
    • #52
    Quote from Apeyou

    22 hours ago, Apeyou said: Looks great, although the yellowish texture makes the map feel 'warm', while it should feel cold because of the setting you're going for. Maybe try a less vibrant color or play around with some color correction. Keep it up!

    I don't have time for changing colors. It's not that big of a deal. The orange texture that's all around the map is gonna stick, but I'll most likely change the colors of the crates that are on the ship.

    and for some reason i cant post screenshots, Max total size 0.09MB. I guess i've reached the limit

  • NikiOo
    • September 22, 2017 at 8:38 PM
    • #53

    This is the new ice model:

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

    Did some more work on the ship:

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

    And some more screenshots:

    Working on a new path from outside to Bombsite A. I'll prob remove the part around B connector through CT spawn:

    I'm also looking for an environment artist to help wrap up this project so if you are interested, feel free to contact me:

    Steam: http://steamcommunity.com/id/bromangen8/

    Discord: Nikio#3991

    This is the progress so far:

    + 2 underground areas that are like 15%

    + Gotta make the 3d skybox

    + Gotta add some custom sounds

    + Navmesh needs some work

    + A few props to make/texture

  • NikiOo
    • September 26, 2017 at 11:47 AM
    • #54

    http://steamcommunity.com/sharedfiles/fi…s/?id=919675967

    Updated workshop with V13:

    - Sum art

    - Sum change on connectors from Outside to B,A and CT

    - New skybox

    - Adjusted timings

    - Fixed shader bug on B site

    - Fixed pixelwalk on B

    - Clipped off upper part of the ship/A site

    - Added a flying thingy above A

    - Propped sum ship

    Reddit playtest tonight.

  • NikiOo
    • September 28, 2017 at 10:21 PM
    • #55

    I made a lot of changes to outside, mainly the CT side and the routes to the bombsites:

    - The route to B now goes along that catwalk above the entrance to the CT Garage.

    - Also I've added another path to A that goes underneath bombsite B, which is relatively new and is still very much W.I.P.

    - The CT Garage has an upper balcony area which is easily accessed from CT spawn. It provides CTs with a vent passage to Vent room which is right next to the B site and is also the second T entrance to the site through catwalk. CTs also have the choice to drop down into the lower area of the CT Garage, which is a one way drop and they can only get back with a boost.

    - Both bombsites now have 2 entrances for Terrorists but Counter Terrorists can feel safe rotating between the sites unless they give up outside and allow Terrorists to boost into the upper part of CT Garage.

    - CT Garage allows for quick rotations in between the sites, almost as quick as rotating through CT spawn, so CTs now will have a second route for retaking each of the bombsites without loosing too much time.

    - You can also boost up the Elevator shaft now and you can drop on a small platform and safely get down without 'abusing the source engine surf physics' and risking taking damage.

    I'm starting to set the theme for some indoor areas:

  • NikiOo
    • October 8, 2017 at 2:15 PM
    • #56

    Some screenshot from CT spawn:

    More detail to be added and I'll probably change the sun angle so those windows' shadows fall in the middle of the room.

  • gav
    • October 10, 2017 at 4:08 AM
    • #57

    Can't wait to see more. Looking great

  • Vaya
    • October 10, 2017 at 5:05 PM
    • #58

    There's something really off about the look of this map. Are you working from references?

  • blackdog
    • October 11, 2017 at 9:00 PM
    • #59
    Quote from Vaya

    On 10/10/2017 at 5:05 PM, Vaya said: There's something really off about the look of this map. Are you working from references?

    All that metal floor doesn’t have sense I guess

  • NikiOo
    • October 11, 2017 at 10:06 PM
    • #60
    Quote from Vaya

    On 10/10/2017 at 7:05 PM, Vaya said: There's something really off about the look of this map. Are you working from references?

    Not really. I'm making up most of it, except for some parts. I'm using a reference for the ship and the indoor areas on the T side of the map.

    What do you think is off about the way it looks?

    Quote from blackdog

    1 hour ago, blackdog said: All that metal floor doesn’t have sense I guess

    Idk maybe I'm overusing that metal texture.

    Maybe if I used more reference, it would have been easier to keep the theme consistent but I'll try my best.

    BTW I am working on a new ship model which consists of 3 separate parts so I can add more detail. The current one looks like absolute shit.

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