AlexM Posted September 24, 2009 Report Posted September 24, 2009 Below is the original texture followed by a mod I did. I Just ran a burn brush towards the areas I thought would be generally mor shadowy. I tried using a gradient and overlay but it turned out a little contrasty for my taste. I think part of the problem is my foliage doesnt protrude from the trunk. I modeled a pine cluster and copied it around on the branches. Here is the cluster which is repeated throughout the model. Quote
ShockaPop Posted September 25, 2009 Report Posted September 25, 2009 Level screenshot SpicyTanuki? Whatever, it looks very realistic. Something I'm doing for NMRiH: [Obviously this is a WiP, don't mind the HL2 zombo = I had my build bit outdated]] Quote
the0rthopaedicsurgeon Posted September 25, 2009 Report Posted September 25, 2009 Below is the original texture followed by a mod I did. I Just ran a burn brush towards the areas I thought would be generally mor shadowy. I tried using a gradient and overlay but it turned out a little contrasty for my taste. I think part of the problem is my foliage doesnt protrude from the trunk. I modeled a pine cluster and copied it around on the branches. I think this would also look better if there was less saturation/dead, brown branches towards the middle as well. the leaves inside usually dry up or die when the tree grows but at the moment the whole thing is the same shade of green which looks off when you have a whole forest of them like on the last page. Quote
AlexM Posted September 26, 2009 Report Posted September 26, 2009 Some updates, I did some desaturation and added some borwn to te leaves. I probably havent done it profoundly enough at this point but it feels a little better. I started on a new map, the last one was basically to see how many polys I could fill teh scene with before people frame rates start to take a hit. I've also start messing with blendmodulation textures and they are great. The only thing i dont understand is the sharpness part. Wouldn't the sharpness be defined in teh mask itself? This is what I've been going off of. http://developer.valvesoftware.com/wiki ... atetexture Quote
robert.briscoe Posted September 26, 2009 Report Posted September 26, 2009 Try something like this for the trees, post an image of what it looks like in-game if possible As for the blend mod, the sharpness is defined in either the green or blue channel I believe (black being super sharp i think) Quote
Schmung Posted September 26, 2009 Report Posted September 26, 2009 Hullo there, I'm working on the same mod as Tanuki and in the interests of speeding things up (time difference and whatnot) I gave the file a quick go. Aside from the mental HDR settings in this map breaking it, I think it looks a bit better. I'd take a screen minus the HDR, but my PC is running a batch job and firing up HL2 would not be wise. Hopefully the unbloomed bit of the image is enough to get an idea. Edit : Scratch that, non HDR screen now supplied as well, though it still looks a tad too bright. Forgive the intrusion of a tiny autumn tree in the BG as well - thats me faffing about. Quote
Pampers Posted September 26, 2009 Report Posted September 26, 2009 add another branch with a slightly different color, its still really monotone with the same color all over the trees Quote
AlexM Posted September 27, 2009 Report Posted September 27, 2009 so I remodele the tree today and rebuilt the foliage with 2 textures. I also did a once over on all my materials, made some browner and added modulation textures for all the blends. Here's how it turned out. here's the textures Quote
acapulco Posted September 27, 2009 Report Posted September 27, 2009 I don't like those trunks and branches. They do not really look good. I would definitly model them accurately and give them a unique UVW and unique textur. Not a base textur. You will be able to bring so much more out of them than what you got at the moment. Some moss and dirt near the ground, some chipped of bark and stuff. WILL look better than this. And I think it doesn't matter if you import 1 diffuse for that tree or 1 base-barktexture... Quote
Campaignjunkie Posted September 27, 2009 Report Posted September 27, 2009 Another of my single player minimods. This one has gone through a bunch of restarts but now I'm finally gathering the nerve to push through it. In this one you're trapped in a sinking submarine which doubles as Emily Dickinson's kidney - and you're going to have to fight her poetic soul if you want to get out. I'm trying to keep the interiors vaguely mechanical, but at the same time avoiding too much detail because I want it to be more symbolic than realistic. Or maybe I'm just really lazy. Inspired by BioShock / The Sims / System Shock / Thief / untextured model renders / Emily Dickinson poems / New Orleans, among other things. Quote
AlexM Posted September 27, 2009 Report Posted September 27, 2009 I don't like those trunks and branches. They do not really look good. I would definitly model them accurately and give them a unique UVW and unique textur. Not a base textur. You will be able to bring so much more out of them than what you got at the moment. Some moss and dirt near the ground, some chipped of bark and stuff. WILL look better than this. And I think it doesn't matter if you import 1 diffuse for that tree or 1 base-barktexture... Sounds good, I'm not really happy with them either. I'll try doing those again more accurately. Quote
dux Posted September 28, 2009 Report Posted September 28, 2009 Small DoW2 map I'm doing in my spare time. I would finish my tf2 and dm map, but after all the ns work I just can't be bothered. More fun to do a map in something different. Fresh Background fog is a tad bright imo Quote
dux Posted September 29, 2009 Report Posted September 29, 2009 Did some more this morning. NS2 time! The sandstorm won't come down to the ground because it's tied to the camera. And as you're looking down all the time it doesn't matter. Quote
insta Posted October 4, 2009 Report Posted October 4, 2009 Here's two screenshots from koth_switcheroo, a small TF2 map I'm working on now and then. Quote
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