yww Posted June 24, 2015 Report Posted June 24, 2015 (edited) Sorry for my bad english,It seems that some people complain that the map might be too bright to be played for a long time,how will you solve the problem? Edited June 24, 2015 by yww Quote
FMPONE Posted June 24, 2015 Author Report Posted June 24, 2015 Sorry for my bad english,It seems that some people complain that the map might be too bright to be played for a long time,how will you solve the problem?The map has been constructed largely using tonal shifting of one set of textures either to blue, red, or darker shades of white. This has a lot of practical use reducing texture memory usage and file size. I've also managed to use this shading method to get the level to a point where it's not particularly harsh despite having a lot of white surfaces, but if it were an issue, it's easy to tone the textures down even more using this shading technique. Vaya 1 Quote
Vaya Posted June 24, 2015 Report Posted June 24, 2015 do you amend the tones on a adhoc basis or did you have a 'plan' from the start (this area is going to utilise these shades of colour blah blah blah)I've always textured as I go (based completely on I feel) but I'd like to know what your process is? Quote
FMPONE Posted June 24, 2015 Author Report Posted June 24, 2015 (edited) do you amend the tones on a adhoc basis or did you have a 'plan' from the start (this area is going to utilise these shades of colour blah blah blah)I've always textured as I go (based completely on I feel) but I'd like to know what your process is?I've done a ridiculous amount of tweaking per-surface.In an ideal world, all of these surfaces would have (roughly) the exact same shade of white. This is the amount of tweaking I have to do to get an even result in-game. "What if it's too bright?" -- I select the bright surface and downshift its RGB values by x amount needed to reduce harshness. Edited June 24, 2015 by FMPONE 1488, Mark C., DooM and 6 others 9 Quote
Michael Greenwood Posted June 24, 2015 Report Posted June 24, 2015 When detailing, what proportion would you say is premade props, custom props or brushwork? Smileytopin, Guni and VIOLATION 3 Quote
Flora Canou Posted June 27, 2015 Report Posted June 27, 2015 Sorry for my bad english,It seems that some people complain that the map might be too bright to be played for a long time,how will you solve the problem?I wanna know how many people is complaining? Personally I don't think there's anything too bright so far. Quote
D3ads Posted June 27, 2015 Report Posted June 27, 2015 God damn, if that's 40% I think 100 will make my jaw fall off... FMPONE 1 Quote
blackdog Posted June 29, 2015 Report Posted June 29, 2015 Santorini is roughly 40% complete right now.Wow, this is amazing!I unfortunately haven't been to Santorini, but been in Greece for summer holidays several times, this captures the soul of certain spots and villages so very well. Tensei and FMPONE 2 Quote
Vaya Posted July 4, 2015 Report Posted July 4, 2015 Interested in how you've reduced the rotate times on season by 3 seconds, is it a closely guarded secret until the update is posted?If you've reduced the connector length on a fully detailed map I don't envy you at all... Squad and Guni 2 Quote
FMPONE Posted July 4, 2015 Author Report Posted July 4, 2015 If you've reduced the connector length on a fully detailed map I don't envy you at all... jackophant, Fnugz, Vaya and 2 others 5 Quote
Vaya Posted July 4, 2015 Report Posted July 4, 2015 Hope it helps make the map more 'active duty' viable.looking forward to seeing it! Quote
Tensei Posted July 4, 2015 Report Posted July 4, 2015 Why i am thinking to say that this already is is best looking map i have seen. Ofcourse every map has it's theme and maps like dust aren't meant to be "pretty" and stuff, but it's still appealing.But Santorini, damn, it looks as in real life, i would say. Quote
Quotingmc Posted July 5, 2015 Report Posted July 5, 2015 I saw that you decided to discontinue de_grace. Would you by any chance release a .vmf? I love the look and would like to look at it in more detail. 1488 and RivFader 2 Quote
sevin Posted July 9, 2015 Report Posted July 9, 2015 How do you create your custom textures? I know most of your geometry is textured in stuff you create, so I'm wondering about your process. Do you use photos you've taken and tile them in Photoshop or do you procedurally generate them or create them from scratch or what? And what about the maps you use? Just albedo and normal? Really interested in your process since you create so many and they look so nice. Quote
FMPONE Posted July 11, 2015 Author Report Posted July 11, 2015 (edited) My second (incredibly unpolished) tutorial is up on YouTube https://www.youtube.com/watch?v=G7iRg6iMbq0 How do you create your custom textures? I know most of your geometry is textured in stuff you create, so I'm wondering about your process. Do you use photos you've taken and tile them in Photoshop or do you procedurally generate them or create them from scratch or what? And what about the maps you use? Just albedo and normal? Really interested in your process since you create so many and they look so nice.It took me a bit to learn, key is just to practice in photoshop and tweak until you get what you want in-game. Same principle applies for the normal maps. Source is just basically diffuse + normal so it's not too hard to tweak stuff. Edited July 11, 2015 by FMPONE Vaya, DooM, leplubodeslapin and 3 others 6 Quote
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