The ThinkingWithPortals Map Showcasing Thread
josepezdj wrote:
OK, I've been playing with the lighting contrast and it is becoming to look much more interesting!Thanks to all for the suggestions
![]()
@Lonewolf: those screenies are impressive, as usual! YOU are the master of destruction, no doubt about that.
That's a lot better; I did notice though in the second screenshot the fizzlers appear to not have a side texture; also the blackness on the sides of the signage is something I don't really like.
But looks a lot better indeed
![]()
josepezdj wrote:
OK, I've been playing with the lighting contrast and it is becoming to look much more interesting!Thanks to all for the suggestions
![]()
@Lonewolf: those screenies are impressive, as usual! YOU are the master of destruction, no doubt about that.
Looks great! The lighting definitely looks a lot better then your previous version. I'm very fond of how the detail in this map looks, especially the bending and breaking wall in the second image. I do agree with LP on the Fizzler's side textures not being there. It's a small detail, but it's an important one in my opinion. Keep it up. ![]()
Well, the fizzlers SHOULD have the 3 textures on them
I always do the same way... it might not be too noticeable due to the angle of the picture; I'll check that out though when I arrive home ofc!
Lp, about the signage frame, I use to add a little support frame always for them in every map. These are rusty and I thought they weren't that bad. Also here, I wanted to place some of them fallen onto the floor and others a bit semi-fallen like in previous pic 2 :p I'll think about the texture though. Thanks for the comment!
iWork, thanks for pointing out about the lack of shadows in that area, I still need to work deeper on lighting there and on the broken obs-room wall too, and I want to lower the lightmaps on certain textures in both areas to intensify the contrast (since my lighting source there is not the projected texture, but light_spots). Thanks for the comment!
pictures


greykarel wrote:
Just a little teaser for my current work.pictures
Very pretty
can't wait for the full release 
greykarel wrote:
Just a little teaser for my current work.pictures
Looks awesome
But, how did you do the water reflect on the wall

greykarel wrote:
Just a little teaser for my current work.pictures
Awesome! I love the moon.
Can't wait for the release 
FireFusorf wrote:
What's happening if you acually shoot the moon ?
Flying cubes!!!!
greykarel wrote:
Just a little teaser for my current work.pictures
Is just a nitpick from my part but, in the 1? photo, how it's possible to have cube dropper being that close to the surface =/ ?, but besides that this map look great,
and how you made the water reflect?
Btw, Grey (even though I've already seen some pics of your current project
) that is looking awesome! Keep on the good job! ![]()
josepezdj wrote:
Some time ago I discovered a little app for causing that "caustics" effect... I don't know if Grey is using this or any other program, but I just thought MAAANY of you would find it very useful and interesting![]()
Btw, Grey (even though I've already seen some pics of your current project
) that is looking awesome! Keep on the good job!
Thanks again

No problem. Btw, bare in mind that this program outputs a bunch of textures/frames only (I think .BMP), so you should create the alpha channel for all of them, and then import them with VTFEdit to make the animated texture (with all frames into it)
Sejievan wrote:
how it's possible to have cube dropper being that close to the surface =/ ?
I don't know, it is Aperture, they may have found a way to teleport cubes right to dropper without any tube. 
As for that water reflection effect - Jose is absolutly right, there is an application named caustic generator that creates a bunch of pictures that you can use to create an animated texture and apply it as overlay on your brush.
greykarel wrote:
Just a little teaser for my current work.
[pics]
Looks good overall. I really like the idea with the night sky and the reflection of the water on the wall. However, the reflection looks strange as long as it is only visible on one wall. If you're using it, try to use it on every wall the water goes along
.
Also the walls are still "to clean". You're using the right textures, but the walls themselve are still blank and not broken (looks like PTI with dirty textures). Try to actually break them and place some fallen parts of them on the ground.
Also the whole ceiling is just a hole but there aren't any parts of it fallen to the ground? What the-
.
Looks like an interesting puzzle, so keep going! ![]()





