Weinn Posted April 22, 2024 Report Posted April 22, 2024 (edited) write, say what to fix, what to add, what to complete, what to redo steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=3231465169 Edited April 30, 2024 by Weinn Andre Valera 1 Quote
JCK-1 Posted April 23, 2024 Report Posted April 23, 2024 Just so you know, (Under Contest Rules) "5. Maps that were under creation prior to the announcement of this Contest can be entered, except for any map which was released for public download on the Steam Workshop." ynel 1 Quote
Weinn Posted April 23, 2024 Author Report Posted April 23, 2024 Update: March 2 at 15:50 Created teria. Quote
Weinn Posted April 26, 2024 Author Report Posted April 26, 2024 T spawn continues to be created Quote
Weinn Posted May 2, 2024 Author Report Posted May 2, 2024 the card is ready to be accepted by faceit Quote
NikiOo Posted May 6, 2024 Report Posted May 6, 2024 (edited) I think the best thing you can do to improve the look is to focus on the wall textures. They're too noisy and too saturated and too homogenous. If you look at any real photo of this city, you'll notice: A lot of buildings have soft, desaturated colors. There is often a lot of color in the window details -- the frames, the awnings, the shutters. Newly painted buildings next to buildings with old, weathered paint. Paint aging in different ways. Sometimes paint peels smoothly, sometimes it peels sharply -- I think sharp blending might look better with more saturated colors. Sometimes underneath the paint there is cobblestone wall, sometimes there is white plaster, sometimes there is brick, sometimes there is mud. The interiors look really nice, they look like a real place. The exteriors don't -- except for the left one-third of the last photo. I think also mixing four different kinds of grass and three different kinds of crate in a single scene makes it look very surreal. Each asset is stylized in its own way and when all the assets are stylized in the same way, you don't notice it, but when they're not, it stands out a lot. Edited May 6, 2024 by NikiOo Weinn and Karthoum 1 1 Quote
Weinn Posted May 7, 2024 Author Report Posted May 7, 2024 6 hours ago, NikiOo said: I think the best thing you can do to improve the look is to focus on the wall textures. They're too noisy and too saturated and too homogenous. If you look at any real photo of this city, you'll notice: A lot of buildings have soft, desaturated colors. There is often a lot of color in the window details -- the frames, the awnings, the shutters. Newly painted buildings next to buildings with old, weathered paint. Paint aging in different ways. Sometimes paint peels smoothly, sometimes it peels sharply -- I think sharp blending might look better with more saturated colors. Sometimes underneath the paint there is cobblestone wall, sometimes there is white plaster, sometimes there is brick, sometimes there is mud. The interiors look really nice, they look like a real place. The exteriors don't -- except for the left one-third of the last photo. I think also mixing four different kinds of grass and three different kinds of crate in a single scene makes it look very surreal. Each asset is stylized in its own way and when all the assets are stylized in the same way, you don't notice it, but when they're not, it stands out a lot. thank you very much for your help, I understand that the textures of the buildings are very noisy, the textures of the buildings will change more than once, but what about the boxes, I’ll make my own boxes and they won’t stand out, thanks again! Quote
Weinn Posted May 7, 2024 Author Report Posted May 7, 2024 completely redid the wall at CT spawn NordicDoesMapping 1 Quote
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