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Published: 2013-05-11 06:24:33 +0000 UTC; Views: 3398; Favourites: 53; Downloads: 0
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Description
LOOKING FOR FEEDBACK! Map being created for SFM.Threw Twilight in for scale. The hall is... big. This picture is not using any additional SFM lighting like the others. The lighting is from the map.
Changes from 02:
-Flower Pots! Created by THEY IS SO PRETTY!
-White arches with net thing (the back left one "has" a net, but the distance LoD kicked in)
-Arches simplified. The old setup was messy and wouldn't connect right. Going to redo, so just wiped for now
-Hall extended in two directions and area closed off
-Red carpet width expanded a bit (one tile each side)
-Flags were modified to reduce poly count
To-Do:
-Fix hole in ceiling (you can't see it, but where the halls meet there is no ceiling yet
-Have the stained glass alternate around the corners
-Still add more detail to ceiling
-Realign some of the wall textures
-Probably add a bumpmap to the diamond ceiling texture. Looks to plain.
-Figure out what is wrong with the flower pot texture. Loads fine everywhere but in the map editor. Appears black in SFM unless added as a model. It is just Source being picky.
-Add more detail for the hall doors (that is not the "main" door in the background; that will be at the intersection of the 3 halls, about where the camera is positioned).
I spent the majority of today just optimizing the map. It desperately needed it. So much so, it would not render
So is this looking pretty awesome or what?
Submitted this one to SFM-Ponies Group now as I feel the hall itself is near completion (though it will still be a fairly long while before anything is released).
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Comments: 14
Light262 [2013-10-27 20:36:13 +0000 UTC]
It is a very good render, I like an irradiance light effect used to the windows, Good job
👍: 0 ⏩: 0
ZaidFouquette [2013-05-11 21:42:49 +0000 UTC]
very impressive. The banners look perfect and the stained glass windows are expertly made.
a possibility for the flower pots: any chance it's because they're jutting upwards from the bars? Maybe if you set the bars higher and 'dangle' the flowerpots with implied chains (just float them in space a good disance below the bar) source won't mix the model and the blackening will be gone.
👍: 0 ⏩: 1
argodaemon In reply to ZaidFouquette [2013-05-11 21:49:58 +0000 UTC]
They are actually accurate to the show. There is a bar, but they turn the models so you don't see it. The angle makes them stand out a bit more. If you are in the halls, they are far less noticable.
👍: 0 ⏩: 0
argodaemon In reply to Weaponlord206 [2013-05-11 15:07:22 +0000 UTC]
"Technically", it should work for both, but would have to test it.
👍: 0 ⏩: 0
ata64 [2013-05-11 14:05:32 +0000 UTC]
Holy shmoley this is larger than I thought it would be!
Keep it up man, it's looking marvelous!
👍: 0 ⏩: 0
WaWor [2013-05-11 12:16:52 +0000 UTC]
So, huge.
You're doing an amazing job with this so far!
👍: 0 ⏩: 0
Chirpachirp [2013-05-11 07:29:09 +0000 UTC]
This would be a great place to screw things up in!
👍: 0 ⏩: 0
GunGryphon [2013-05-11 06:41:54 +0000 UTC]
Glad to be of help, just let me know if you need anything else modeled.
👍: 0 ⏩: 0