BJA Posted May 31, 2017 Report Share Posted May 31, 2017 That looks pretty awesome for your first environment scene! Not sure if you still plan on working on it, but you could add some clutter props like barrels or so to break up the repeating floor pattern. I like what you did with the wall where you have some random bricks sticking out, that already helps a lot. -HP- and AndyW 2 Quote Link to comment Share on other sites More sharing options...
-HP- Posted May 31, 2017 Report Share Posted May 31, 2017 38 minutes ago, Dário Pinto said: Here's my first scene Made with custom assets. https://www.artstation.com/artwork/Nz1aJ <3 Biased or not, pretty dope for first env! Proud of you, keep kicking ass little bro. AndyW and Vorontsov 2 Quote Link to comment Share on other sites More sharing options...
Philipp Posted May 31, 2017 Report Share Posted May 31, 2017 Very early WIP for CSGO. Joy, FMPONE, Gale and 4 others 7 Quote Link to comment Share on other sites More sharing options...
FMPONE Posted May 31, 2017 Report Share Posted May 31, 2017 3 hours ago, Dário Pinto said: Here's my first scene Made with custom assets. https://www.artstation.com/artwork/Nz1aJ Another Pinto? what the hell! Looks really cool. Castle, -HP- and Subst4nce 3 Quote Link to comment Share on other sites More sharing options...
Gale Posted June 4, 2017 Report Share Posted June 4, 2017 (edited) I haven't posted here in a very long time, and I feel inclined to share so here goes nothing! The first set of screenshots are of a church i'd slapped together. It's all BSP minus the benches and statues. This is a sci-fi sketch but it's due for a complete makeover. There is a lot of wasted geometry, and if hope it to be a complete map(and I do!) I'll need to refine it a bit. This is a bunker that I was commissioned to do for a military RP map. There are more screens but I don't want to take up too much space. These last 2 are two textures I worked on. They are a mix of samples from texture sites and handmade shapes and height maps. Edited June 4, 2017 by Gale Bad formatting. Couldn't find a way to put text in between screenshots without editing. Vaya, will2k, Jax0 and 6 others 9 Quote Link to comment Share on other sites More sharing options...
will2k Posted June 4, 2017 Report Share Posted June 4, 2017 Some more progress in PVKII AndyW, Minos, grapen and 11 others 14 Quote Link to comment Share on other sites More sharing options...
grapen Posted June 4, 2017 Report Share Posted June 4, 2017 Ct spawn: Radu, General Vivi, MadsenFK and 25 others 28 Quote Link to comment Share on other sites More sharing options...
General Vivi Posted June 4, 2017 Report Share Posted June 4, 2017 @Gale Looking pretty cool! Digging the strange but huge windows. Gale 1 Quote Link to comment Share on other sites More sharing options...
Gale Posted June 5, 2017 Report Share Posted June 5, 2017 (edited) 1 hour ago, General Vivi said: @Gale Looking pretty cool! Digging the strange but huge windows. Crap, I didn't actually mean for them to be weirdly huge, but if it works it works! Something to note for the future for sure. Edited June 5, 2017 by Gale Quote Link to comment Share on other sites More sharing options...
Ridders Posted June 6, 2017 Report Share Posted June 6, 2017 Working on British style terraced housing, might end up as a contest entry? Who knows! Joy, Roald, Gale and 16 others 19 Quote Link to comment Share on other sites More sharing options...
Dillon Beard Posted June 6, 2017 Report Share Posted June 6, 2017 I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all. Joy and That50'sGuy 2 Quote Link to comment Share on other sites More sharing options...
FMPONE Posted June 6, 2017 Report Share Posted June 6, 2017 4 hours ago, Dillon Beard said: I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all. Does it _actually_ need to be transparent? Seems a light but opaque material would work just as well. Not "realistic" perhaps, but still pleasing to the eye. Quote Link to comment Share on other sites More sharing options...
Thewhaleman Posted June 7, 2017 Report Share Posted June 7, 2017 12 hours ago, Dillon Beard said: I've been trying to sort out the way source handles alpha transparencies for a few days here, alpha test displays an ugly pixelated mess from a distance, while translucent looks nice but it totally ruins the model and renders behind the window frame, idk what to do i feel like I've tried it all. Is the drapery a separate model from the window? Quote Link to comment Share on other sites More sharing options...
Dillon Beard Posted June 8, 2017 Report Share Posted June 8, 2017 I made the drapes and the window frame seperate models now and it looks fine but i dont want to have two seperate entities, im trying to keep the entity count low as it is. oh well. Quote Link to comment Share on other sites More sharing options...
tomm Posted June 8, 2017 Report Share Posted June 8, 2017 3 hours ago, Dillon Beard said: I made the drapes and the window frame seperate models now and it looks fine but i dont want to have two seperate entities, im trying to keep the entity count low as it is. oh well. use $mostlyopaque in your qc, I too had no idea this even existed. AndyW, leplubodeslapin, grapen and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.