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[WIP] De_Glace

  • NikiOo
  • May 25, 2017 at 3:40 PM
  • blackdog
    • October 12, 2017 at 12:28 AM
    • #61

    Well it's still very rough state I take, so I wouldn't make it a crux. As long as you are aware and plan to revisit the choice, should be fine, although I'm not sure if it helps in testing as metal has quite a distinctive sound?

    As a rule of thumb that metal is used for catwalks or narrow sections of floors, to cover a hollow area that hosts cabling/piping. You would want to alternate with grates to show such details as well. Being a non-slippery surface, it wouldn't go up to an edge.

    But the danger trim you are using is incorrect, the way you are using it is meaningless, doesn't bring attention to anything. Those trims are to be used to highlight height differences (steps) or lower overheads. Eventually an area of maneuver for big machinery.

  • NikiOo
    • December 1, 2017 at 6:05 PM
    • #62

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

    This map has been going on for so long that I've completely lost the motivation to continue working on it. I'm pretty happy with how the layout is atm, but I am unable to finish the detailing of it. Some areas need to be redone, like the outside garage and CT spawn, which were pretty much rushed. There is also a ton of work to be done on the ship, but as I said, due to lack of motivation I wanted to get over with it as soon as possible and it turned out looking like shit.

    I might come back to it at later point but it won't be for this contest.

    I realised there are so many other great maps in this contest and I wouldn't be able to compete with them at this pace, so I decided to pull out.

  • NikiOo
    • December 11, 2017 at 8:02 PM
    • #63

    It's not over.

    I'll be back!

  • NikiOo
    • December 11, 2017 at 8:20 PM
    • #64

    Got some inspiration to do something more unique and creative.

  • gav
    • December 12, 2017 at 8:39 PM
    • #65

    Great

  • Apeyou
    • December 18, 2017 at 11:23 AM
    • #66

    Your normal map is inverted on the right side of the model. Also, are you using any reference? That'll make it much easier to make a model seem realistic. But off to a good start!

  • NikiOo
    • December 18, 2017 at 6:49 PM
    • #67
    Quote from Apeyou

    10 hours ago, Apeyou said: Your normal map is inverted on the right side of the model. Also, are you using any reference? That'll make it much easier to make a model seem realistic. But off to a good start!

    I see it's inverted, doesn't look like it in photoshop though.

    This is what the initial texture looked like:

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    Pretty boring, I used a free metal tex from textures.com and also the edge is pretty bad, I used this one cause I didn't know how to increase the thickness of the edge wear effect in Substance painter.

    I'm learning Substance Designer now and I'll make my own textures.

    I'm going to use more colder colors, fitting with the theme.

    I'm redoing CT spawn right now along with some new textures I've been working on:

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    I made a bunch of different grills and trims with different shades and I'll work out some more fitting combination. The floor tile also needs some work.

    Now that I think about it I might model out the grills instead.

  • NikiOo
    • January 7, 2018 at 10:18 AM
    • #68

    Here's another screenshot of CT spawn, while I'm working on improving the textures and some props:

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    Here's the grill model that's gonna replace the placeholder textures and a vent prop:

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  • grapen
    • January 7, 2018 at 10:35 AM
    • #69
    Quote from NikiOo

    15 minutes ago, NikiOo said: Here's another screenshot of CT spawn, while I'm working on improving the textures and some props:

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    Here's the grill model that's gonna replace the placeholder textures and a vent prop:

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    That’s a lot of tri’s for something that will go unnoticed, it’s not a good idea. If you want to make things pop with geo I’d rather model the floor tiles.

  • NikiOo
    • January 7, 2018 at 10:42 AM
    • #70
    Quote from grapen

    5 minutes ago, grapen said: That’s a lot of tri’s for something that will go unnoticed, it’s not a good idea. If you want to make things pop with geo I’d rather model the floor tiles.

    There's definitely not enough depth/detail in that screenshot so I'd say 'better model out everything rather than nothing' so we'll see if it's too much when everything is done. Thanks for the advice though.

    I will model the floor tiles as well.

  • NikiOo
    • January 7, 2018 at 3:25 PM
    • #71

    Traditional Blorange:

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    I feel like the lighting makes it all look like shit.

  • NikiOo
    • February 8, 2018 at 6:15 PM
    • #72

    Now this is more like it:

  • Radu
    • February 8, 2018 at 6:51 PM
    • #73

    I like that you're persistent, but I think this theme is way over your current abilities. You've been at it for so long and I still can't see it nearing completion any time soon. I know it's a learning process and some projects take more time than others, though you should consider putting this one on the shelf for later. I recommend you build a map using some of the existing theme and assets from cs:go.

  • NikiOo
    • February 8, 2018 at 9:10 PM
    • #74
    Quote from Radu

    2 hours ago, Radu said: I like that you're persistent, but I think this theme is way over your current abilities. You've been at it for so long and I still can't see it nearing completion any time soon. I know it's a learning process and some projects take more time than others, though you should consider putting this one on the shelf for later. I recommend you build a map using some of the existing theme and assets from cs:go.

    This is basically a shelf project for me at the moment, I just decided to pick it up and rethink the color scheme of CT spawn with some fresh ideas after not working on this map for a while. I really want to finish this map, but like you said, it's beyond my current abilities. That's why I got all these low quality placeholder textures to try and set the theme. I've already realised what a challenge this map setting is. I'm trying to set the overall theme of the map with basic textures and geometry, without adding too much detail and, who knows, maybe when do it I might get motivated again to make some real props and textures if I like the way it looks.

    By the way I'm working on 4 other maps at the moment, switching between when I get bored.

    Thanks for the feedback, anyways. I will finish this map eventually. It's my most unique layout so far and I really want to get this project wrapped up.

  • spa
    • February 22, 2018 at 6:33 PM
    • #75

    Kudos for the effort, aiming high definitely isn't a bad thing. One thing you should look at, based on that last screenshot is the proportions of things: the doors, staircase, windows vs the smaller details like the floor pattern. I have a hard time imagining the size of a player in that space.

  • NikiOo
    • February 22, 2018 at 7:56 PM
    • #76
    Quote from spa

    1 hour ago, spa said: Kudos for the effort, aiming high definitely isn't a bad thing. One thing you should look at, based on that last screenshot is the proportions of things: the doors, staircase, windows vs the smaller details like the floor pattern. I have a hard time imagining the size of a player in that space.

    Yeah floor pattern is pretty big and the elevator door is just a brush so I do not know how accurate it's size is. I'll definitely look into this. It's kind of on a hold right now, but I will get back to it when I'm ready for the challenge.

  • NikiOo
    • February 25, 2018 at 8:58 PM
    • #77

    Got a small update with some clipping and bug fixes:

    Spoiler A site:

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    Warehouse:

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    Yard:

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    B site:

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    Don't worry, I haven't abandoned de_bigassstatue, I've got an update coming with some changes to middle and fixed weird angles.

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