the last safehouse before this part is a maintenance station halfway up the ropeway ride, a few minutes before you reach this part. i wanted a dusty sort of look to this place since everything from this point on is supposed to be long-abandoned and derelict, stranded on top of the mountain, and it's a complete change from the last section which was the temple complex full of bright colours. there's colourcorrection in all those screens, taken straight from another map in the campaign, so it's a bit more brown than it should be, but i agree about the lack of contrast indoors so i'll try and come up with something more interesting with the lighting.
Posts by the0rthopaedicsurgeon
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if anyone remembers the cablecar station from my l4d map that i posted screens of months ago, i've almost finished making the one to go at the other end. This is the one at the top of the mountain that will lead to the derelict hotel/spa thing where the final showdown takes place. The lighting and colourcorrection are just temporary until I paste it into the rest of the map, and the winches for the ropes need to be modeled. I'm using a Japanese urbex site as reference for most of the campaign, here's the page for the place this part is based on: http://home.f01.itscom.net/spiral/chi/chi01.html
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done some more work on my l4d map, this part is a maintenance station place halfway up the cablecar ride. the power cuts out and the survivors have to walk to this place to turn the power back on. the lift only supports one person's weight though so one survivor goes down (and i'm hoping a bot doesn't trigger the lift or the level will be over) and through these tunnels, eventually reaching the generator and turning the power back on, all while the other survivors wait at the top of the lift fighting a swarm of zombies:
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This is a kitsune/fox statue I've been making for my L4D map, I'm not sure about the anatomy but they're not supposed to be that realistic anyway. Still need to weld the halves together, fix the head to the body and then redo the scarf thing around it's neck.
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I've finished the main shrine for my L4D map after a few days of making textures and props (the entire shrine itself is 100% custom). It's based on Mitsumine-jinja and eventually there'll be a few more temple buildings around it, set at the top of a walk up the mountain. The trees in the last screen btw are from Corse but they're all I have until the game is released.
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The helipad was supposed to be a previous, failed escape attempt in which the humans were probably eaten, so I've compromised and added a pair of legs instead of a whole corpse. The lighting does still need work, I've turned down the yellowness in these screens to almost nothing but it's still looking too saturated outside.
Also, I forgot to mention that about 95% of the map is custom content. I wanted to make a map with as much of my own work as possible so apart from about 6 textures (things like steps and pipes) and some small props like lights, the aerials etc, it's all custom.
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my entry for the ZPS mapping contest:
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this is the only reference of this style i've got (and another that's the same but set up for firing), there are a few other pictures of landkreuzers but they're different styles which are mostly just a huge metal box with a naval canon on the top. i brought the armour further over the tracks which means it probably couldn't get up any kind of slope, but it means the wheels stay hidden which should save hundreds of faces.
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This is a German P1000 Landkreuzer tank for a dod:s map I'm making, one of the objectives which the allies have to destroy. The Germans never got past the planning stage because they'd take more resources to build than a u-boat and just be bombed by the allies once on the front but I'm ignoring that fact. It's just over 14,000 faces (still need to optimise some more), which is around 3000 more than the Tiger but this is a one-off prop so the polycount shouldn't matter too much.
Renders (click for higher res)
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is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place.
you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now.
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i've decided to finish this dod:s map i started a while ago, i've got an idea for an objective that's being made inside the complex which should be interesting. the only problem is that the lighting looks too flat outside the forest area, and i don't know what to do with it since it's supposed to be at night. does anyone have any suggestions of some settings to use? i think these are based on the colmar settings but i don't think there are enough things about to cast shadows.
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finally got round to skinning the temple bell model i made a while ago:
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made another prop, this time a temple bell, at around 6000 faces at lod0.
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worked on some more props for my l4d map, first one is a stone torii that'll be at the entrance to the shrine section and the second is the roof to a huge gate building thing (the extra parts in the first render are the brushwork imported from hammer, the roof itself is around 12k faces)
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does anyone know how to make a glossy painted wood texture? i can't find any decent references to make one from so it'd have to be made from scratch. i need something like in the photo below but the only thing i can come up with for now is this:
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simple stone lantern prop for my L4D map. i'm putting in a shinto shrine to test my modelling/texturing skills so there's a lot more i still need to make after this one
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i thought there was a problem with using multiple textures on one model, although i can't even remember what that was supposed to be. i could've split it into separate models, but that'd still be extra textures so i don't know how i'd be saving performance at all. it's not completely finished though, it's just at the stage where it's good enough to go ingame and therefore usually gets left like that because i'm too lazy to do anything else with it. i'm going to try different base metal textures and see how they look though, it's just harder to skin for tf2 after other games even though (or because) everything's plainer and simpler.
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Finished skinning a boat prop for a TF2 map I'm making. It could do with more detail but I can't do much more with a 2048x10124 texture on a model this size.
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If you want to see the image quality of both cameras (or any other camera/lens), you can check the Camera Finder on Flickr which will show photos taken with different cameras (plus useless graphs and charts).
Ixus 70: http://www.flickr.com/cameras/canon/powershot_sd1000/
Cybershot W80: http://www.flickr.com/cameras/sony/dsc-w80/
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I decided to model an Audi RS4 for no particular reason, just to see if I could and to get some low-poly practice. Hopefully I can get it skinned and imported in CSS. It's about 4200 polys and more or less done, except the side windows which need fixing.
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