Muffin Posted May 30, 2015 Report Posted May 30, 2015 Does anyone here have tips on detailing cs go maps with only default textures. Specifically on facility-like maps. For example: making and placing windows in the right places, making the scene realistic, etc. so. Any tips? :) Quote
VIOLATION Posted May 31, 2015 Report Posted May 31, 2015 References. Lots and lots of references. I've found over the years that the only way I can make things truly look realistic is to base them off of things actually found in real life. Even if it's just for fun or practice it's always good to sit down for 5-10 minutes and just gather a few images based off of or of what you want to make and just work on creating every detail you can out of brushes until it looks pretty acceptable. I find that if I'm basing something in an actual real life city or area, using Google streetview is another great tool for looking at streets and buildings quite close up in nearly any place you want without having to dig up pictures on google for them. Muffin 1 Quote
Muffin Posted May 31, 2015 Author Report Posted May 31, 2015 References. Lots and lots of references. I've found over the years that the only way I can make things truly look realistic is to base them off of things actually found in real life. Even if it's just for fun or practice it's always good to sit down for 5-10 minutes and just gather a few images based off of or of what you want to make and just work on creating every detail you can out of brushes until it looks pretty acceptable. I find that if I'm basing something in an actual real life city or area, using Google streetview is another great tool for looking at streets and buildings quite close up in nearly any place you want without having to dig up pictures on google for them. Do you have a specific process in implementing those stuff once a reference is found? For example: I add basic brushwork, then detail, then add texture(horrible example). thanks btw. Quote
laminutederire Posted May 31, 2015 Report Posted May 31, 2015 I think having references is a part of what's really necessary, getting your ideas straight and focused, and having a global idea of what you are doing in order to have a unity in what you are detailing. I guess it is the same step an architect must go through to build something, but in his case , he uses his draughtman skills However, I don't really know when and where it is best to use props! Quote
esspho Posted May 31, 2015 Report Posted May 31, 2015 It might sound obvious but if you are trying to detail your buildings on the outside you have to think through how they work on the inside first.Also often less is more. Quote
jakuza Posted May 31, 2015 Report Posted May 31, 2015 This might just be me, but I work on something very specific for a while and then use it as the reference for the rest of an area. If you can capture the mood well in one place, you can just replicate it through the rest of your scene using func_detail prefabs, textures, and props.Also, in CS:GO, I definitely try to let lighting carry the scene. Nice materials and light bounce can go a lot further aesthetically than visual clutter and noise. Vaya 1 Quote
ElectroSheep Posted June 1, 2015 Report Posted June 1, 2015 1 - Find a theme (is this alley for garbage, camion depot, etc...)2 - Find references (good photos references give a lots of ideas, don't use first google images pages, there is a lot of good website about references)3 - Explore models content, existing map, other games (know the game, the props available, how Valve/other people use them, then use them better)4 - Make iteration, do a first pass, then when all your map is in this first pass, redo a pass, erase what is bad, make everything better. El Moroes, crashz, ShockaPop and 3 others 6 Quote
Vaya Posted June 1, 2015 Report Posted June 1, 2015 Also, in CS:GO, I definitely try to let lighting carry the scene. Nice materials and light bounce can go a lot further aesthetically than visual clutter and noise.I would say light_environment >> all other kinds of lighting too. Muffin 1 Quote
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