SteamCastle models/mapping/textures Created 17 years ago2006-10-07 23:52:39 UTC by Xyos212 Xyos212

Created 17 years ago2006-10-07 23:52:39 UTC by Xyos212 Xyos212

Posted 17 years ago2006-10-07 23:52:39 UTC Post #198883
My brother (Exos) and myself have been working on various models for our new map dm_steamcastle for HL2DM. Its based off the Anime movie Steamboy. (Yes Anime, I hate it too, but this movie is actually very very good) We were both so inspired by its artistic designs and plot that we decided to make it into a map. THis requires all custom content to match the theme. Ive already posted the Steamball model with custom Gibs,(See it here)

http://www.youtube.com/watch?v=kMN19LrQCaM

We have many other models complete/in progress. I wont be showing them all since I want to keep most of the map a supurise until its finished.

Here is one I finished a couple days ago. Its 2 pipe models themed from the movie. (Ignore the map, just there to get the theme going for fun. Mapping wont begin until the models and materials are ready to go)

First off the element of the movie im trying to capture with the model:

User posted image


And the actual model ingame:

User posted image


User posted image


MUCH MUCH more models to come. I might tweak the resolution of the pipe skin, and its specular reflection, but right now I like it, so it will stay.
Posted 17 years ago2006-10-07 23:59:49 UTC Post #198886
I always liked the artisticness of that movie.

although, I think the DM part of it would be very fun if you had the steam balls spawning or just droping into the main area. and have them be extremly explosive, just like in the movie
Posted 17 years ago2006-10-08 00:02:19 UTC Post #198887
I was thinking about setting one Steamball to explode like 10 times in 2 seconds. IF you ever saw the explosions in Mega Man X you know what Im talking about:)

Since I dont know how to code an "Ice" explosion for the steamball, a regular one will have to do :)
Posted 17 years ago2006-10-08 00:05:34 UTC Post #198889
custom sprites, although I don't know how feasable that is in MP, since I only do SP source
Posted 17 years ago2006-10-08 00:09:16 UTC Post #198890
All of your models are way too shiny. Its really annoying. :/
Luke LukeLuke
Posted 17 years ago2006-10-08 00:16:34 UTC Post #198893
that too, but it might just be the lighting/cubemap placement
Posted 17 years ago2006-10-08 03:17:33 UTC Post #198907
I think they look nice. I was also thinking that there are a lot of default valve models (literally speaking) you can use. I'm not sure if the standard skins would fit with the theme though...

Are those pipes going to be interactive in any way? (like the traps in dm_steamlab)
Posted 17 years ago2006-10-08 06:55:08 UTC Post #198917
Link straight to the images in future.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-10-08 15:07:22 UTC Post #198966
I am going to use some of the pipes, but not alot. I want this to feel totally different. Also the steamengine model valve made I will use :)

Sorry about the high reflections, its due to the lack of light. All reflections appear strong with no light in Source. It looks more normal looking in a lighter room. Anyway Ive toned down the reflection anyway.

Hmm, MAybe Ill look into custom sprites. :)

Im not going to post all the models Exos and I make, just ones I would like some feedback on :)

Here is a question I would appreciate an answer to:

Does the red tone in the pipes match the ones in the movie screenie correctly?
Posted 17 years ago2006-10-08 15:16:23 UTC Post #198967
Does the red tone in the pipes match the ones in the movie screenie correctly?
Here's the answer:
User posted image
I think the machinery in the film looks older and weathered down. It's a less vibrant red.
Posted 17 years ago2006-10-08 15:46:27 UTC Post #198970
There might be a little alteration since I took the pic with a cam pointed at a tv :)

I can still see though that I should make it look a little more weathered. Good thing you can update materials dynamicaly without recompiling thanks to the Photoshop .vtf plug-in :)
Posted 17 years ago2006-10-08 16:03:24 UTC Post #198971
How exactly do you use that vtf plugin?
I installed it long ago, I did it again today but I still see no options to open or save files as vtf...
Posted 17 years ago2006-10-08 16:08:08 UTC Post #198972
Just put the .lib in the C:Program FilesAdobeAdobe Photoshop CS2

folder. Thats it.

It displays .vtf as an option for saving when saving any file. (save as type when saving) It lets you save it as a normal map, generic, normal with alpha, etc. also lets you open .vtf's for editing :)
Posted 17 years ago2006-10-08 18:46:31 UTC Post #199002
I love the VTF plugin its so much nicer than doing it the old fashon way. By the way I just saw the video (Silly me forgot to look) - those steamballs look like fun!
Posted 17 years ago2006-10-08 20:50:20 UTC Post #199024
Here is one of the models I made. It is the VALVES, NOT the pipes.

http://img135.imageshack.us/img135/572/valveshowav6.jpg
Posted 17 years ago2006-10-08 21:01:41 UTC Post #199027
sticks out a little far.

Model looks good, though.
Luke LukeLuke
Posted 17 years ago2006-10-11 20:41:36 UTC Post #199332
After figuring out a new technique for getting more higher resolutions on models, I have made some adjustments to this pipe model.

Im interested in some opinions (which color you prefer, texture resolution, etc) so feel free to voice them :)

Ill show both side by side, then zoom in's of the skins

http://img179.imageshack.us/img179/3571/poop1qa5.jpg

Skin comparison:

http://img179.imageshack.us/img179/7108/poop2rb6.jpg

http://img84.imageshack.us/img84/6788/poop3ud6.jpg

As you can see, the difference is more than apparent :)
Posted 17 years ago2006-10-11 20:47:01 UTC Post #199334
Better, but its still a bit shiny.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-10-11 20:50:14 UTC Post #199335
I lowered the shiny level 60% from the first pics. Does it really look too shiny? I guess so since everyone always mentions it :( Ill tone it down even more. :)
Posted 17 years ago2006-10-11 22:55:29 UTC Post #199338
Yea I have to agree tone down that shineyness, most pipes aren't that shiney- otherwise looking good :)
Posted 17 years ago2006-10-12 00:46:16 UTC Post #199345
Pipes shouldn't shine unless they are made out of glass or something, those pipes should be dark/moody looking. I would say, the shinyness of it should be veeery close to non-existant.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-10-13 22:08:02 UTC Post #199611
Got some new attributes on this pipe model. Ive normal mapped it, and masked the reflection so its less. Tell me what you like better, these pics, or the ones before them :)

(BTW, I will only be posting models/textures/ that I would like some comments on. Everything else that me/Exos finds passable into the map will not make it here. For some reason I still am not satisfied with this model)

http://img171.imageshack.us/img171/4452/zoom1ay0.jpg

http://img151.imageshack.us/img151/4900/zoom2yk6.jpg
Posted 17 years ago2006-10-13 22:20:08 UTC Post #199615
The new one looks better. You still need to fix the texturing so it wraps up correctly. I'm not sure how this is done in UV mapping.
I had to do some tricks to get it right in the columns of my "Sandscroll" map.
Posted 17 years ago2006-10-13 22:35:24 UTC Post #199617
Much better.
Luke LukeLuke
Posted 17 years ago2006-10-13 23:00:14 UTC Post #199622
Usually every model has at least 1 seam in it, but I am going to work on clone stamping the edges of the model. Its just more annoying to do with a UV map than with a regular texture because I have to isolate the area, then offset it, then clone, its just alot of annoying work. Ill get to it :)

So I guess Ill stick with the normal mapped version :)

You can get such better looking normal maps with models :)
Posted 17 years ago2006-10-13 23:02:37 UTC Post #199623
Did you mean "better looking models with normal maps"?
Posted 17 years ago2006-10-13 23:23:18 UTC Post #199624
no :) I mean that you can crank up the scale of the normal map more on models and see a better result than if it would be on a regular material. Kind of like micro mapping :biggrin:
Posted 17 years ago2006-10-27 15:20:24 UTC Post #201077
Just finished this Kind of Steam compression capsule. THere will be a pipe coming out the back of it. Here are some screens:

(oh, ignore the map, and the Doom 3 zombies. This is our test map)
(SKin done competely from scratch in PS :) )

http://img161.imageshack.us/img161/4507/1nogz4.jpg

http://img103.imageshack.us/img103/4779/2nois4.jpg

http://img103.imageshack.us/img103/3314/3nodd2.jpg

Skin map:

http://img103.imageshack.us/img103/4972/4noel1.jpg

Im wondering if I should put a reflection on this, or normal map it, or leave it as it is.
Posted 17 years ago2006-10-27 15:48:59 UTC Post #201080
I think you could add some rust stains, since the model seems to be pretty big. But I don't know exactly where you could put them...
Posted 17 years ago2006-10-27 17:16:09 UTC Post #201094
Reflection added in this pic, as well as better lighting to match what the actual map's lights will be. I think Ill be leaving it with the reflection :)

http://img261.imageshack.us/img261/7803/untitled1mr9.jpg
Posted 17 years ago2006-10-27 17:19:34 UTC Post #201096
Yup, that looks much better. Although I agree with Kasp, they look too...clean. :)
Posted 17 years ago2006-10-27 17:43:00 UTC Post #201099
How about a look similar to these pillars? Think that would look good on the model, or just mask some of the reflection?

http://img273.imageshack.us/img273/3506/untitled1po1.jpg

(I really like the lighting on those pillars :) )
Posted 17 years ago2006-10-27 18:15:51 UTC Post #201101
You really like to make things shiny :D
Nice model and good UV.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-27 20:59:00 UTC Post #201116
That compression thing-a-ma-what is huge.

Im slightly looking forward to all of this. >:3
Luke LukeLuke
Posted 17 years ago2006-10-27 21:08:27 UTC Post #201117
Here is another model I just finished. It is a batch of valves and dials and pipes. (The one Circled in the pic)

http://img279.imageshack.us/img279/4270/show1bv7.jpg
Posted 17 years ago2006-10-28 07:01:03 UTC Post #201143
Bah must be handy having a brother...Cause I have no-one to help me get pass my misunderstandings...Damn you!

Nice model.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-10-28 09:49:37 UTC Post #201148
Your smoothing groups need more work there, or maby your texture isnt tiling, if so try rotating the UV 180. Also, try beveling the valve's, that would make it look better IMHO. looking good!
Posted 17 years ago2006-10-28 13:51:32 UTC Post #201161
if your going to have something wet a shinny, theres got to be a reason for it, like water raining out of a pipe in the area.
Posted 17 years ago2006-10-28 15:00:05 UTC Post #201169
Ah there is a reason for the reflections (becides because I love them!). Dont forget this is supposed to be a kind of moving fortress powered by steam. There is steam exaust everywhere, water coolers, etc. Condensation everywhere. :)
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