The ThinkingWithPortals Map Showcasing Thread
Quote from AD_79p2 on March 18, 2014, 6:11 pmWell, it's been a while. I've been working on things, such as this:
http://steamcommunity.com/sharedfiles/f ... =239723427
http://steamcommunity.com/sharedfiles/f ... =239723384This is a puzzle I've been (slowly) creating for quite some time. This chamber utilizes Surface Division fields and a cube sensor. It may be lacking a bit of detail in places. Feel free to tell me what you think, and what could be improved.
Well, it's been a while. I've been working on things, such as this:
http://steamcommunity.com/sharedfiles/f ... =239723427
http://steamcommunity.com/sharedfiles/f ... =239723384
This is a puzzle I've been (slowly) creating for quite some time. This chamber utilizes Surface Division fields and a cube sensor. It may be lacking a bit of detail in places. Feel free to tell me what you think, and what could be improved.
Quote from tile on March 18, 2014, 11:27 pm1. dont use pti frame models. they look thin and unattractive.
2. divide glass into different parts. the maximum size glass should ever be is 128x128 with a thickness being either 2, 4, or 8, depending on the thickness of your frame model. (most frame models have a easily distinguishable part in the center of the thickness where the glass should go, such as the darker grey part of sqarebeam models).for example:
http://1.bp.blogspot.com/-X0fcTuHicFs/U ... o30007.jpg
these rules also apply for grating.other than that though, this looks fairly good. just needs more details, less pti-esque lighting, etc. if this was exported from pti, though, you should completely redo it- because pti's structure is just terrible. 128 cubes everywhere is the worst thing a mapper could do.
1. dont use pti frame models. they look thin and unattractive.
2. divide glass into different parts. the maximum size glass should ever be is 128x128 with a thickness being either 2, 4, or 8, depending on the thickness of your frame model. (most frame models have a easily distinguishable part in the center of the thickness where the glass should go, such as the darker grey part of sqarebeam models).
for example:
http://1.bp.blogspot.com/-X0fcTuHicFs/U ... o30007.jpg
these rules also apply for grating.
other than that though, this looks fairly good. just needs more details, less pti-esque lighting, etc. if this was exported from pti, though, you should completely redo it- because pti's structure is just terrible. 128 cubes everywhere is the worst thing a mapper could do.
Quote from Caden on March 19, 2014, 1:34 amtile wrote:1. dont use pti frame models. they look thin and unattractive.He's actually using brushes for those frames, but you're right about them being thin and unattractive.
He's actually using brushes for those frames, but you're right about them being thin and unattractive.
Quote from srs bsnss on March 19, 2014, 10:13 amAD_79p2 wrote:Well, it's been a while. I've been working on things, such as this:
http://steamcommunity.com/sharedfiles/f ... =239723427
http://steamcommunity.com/sharedfiles/f ... =239723384This is a puzzle I've been (slowly) creating for quite some time. This chamber utilizes Surface Division fields and a cube sensor. It may be lacking a bit of detail in places. Feel free to tell me what you think, and what could be improved.
I think it needs some global ents fog. It looks a bit...dark, I guess?
Also, those wallpipes in the first image - where are they going?
http://steamcommunity.com/sharedfiles/f ... =239723427
http://steamcommunity.com/sharedfiles/f ... =239723384
This is a puzzle I've been (slowly) creating for quite some time. This chamber utilizes Surface Division fields and a cube sensor. It may be lacking a bit of detail in places. Feel free to tell me what you think, and what could be improved.
I think it needs some global ents fog. It looks a bit...dark, I guess?
Also, those wallpipes in the first image - where are they going?
Quote from presto668 on March 19, 2014, 10:18 amCaden wrote:He's actually using brushes for those frames, but you're right about them being thin and unattractive.Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.
Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.
Quote from CamBen on March 19, 2014, 10:21 ampresto668 wrote:Caden wrote:He's actually using brushes for those frames, but you're right about them being thin and unattractive.Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.
Probably because you have 10 posts on here.
Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.
Probably because you have 10 posts on here.
Aperture Science: We do our science asbestos we can!
Quote from Caden on March 19, 2014, 11:50 amCamBen wrote:presto668 wrote:Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.Probably because you have 10 posts on here.
Zing.
Probably because you have 10 posts on here.
Zing.
Quote from User on March 19, 2014, 1:31 pmpresto668 wrote:Caden wrote:He's actually using brushes for those frames, but you're right about them being thin and unattractive.Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.
No. Just.. No.
Funny, I think the pti frames look right and the non-pti frames look fat and unattractive.
No. Just.. No.
Quote from portal2tenacious on March 19, 2014, 4:07 pmFollowing up on the pure perfection of Portal 2: Episode 1, Dr. Hismario also posted this on his entry. I also took a look at his steam and found this website: https://sites.google.com/site/hismario123/home
I highly recommend you look at his youtube videos. A truly inspiring series of events with some of our favorite video games heros.
Following up on the pure perfection of Portal 2: Episode 1, Dr. Hismario also posted this on his entry. I also took a look at his steam and found this website: https://sites.google.com/site/hismario123/home
I highly recommend you look at his youtube videos. A truly inspiring series of events with some of our favorite video games heros.
Quote from AD_79p2 on March 19, 2014, 4:44 pmtile wrote:Other than that though, this looks fairly good. just needs more details, less pti-esque lighting, etc. if this was exported from pti, though, you should completely redo it- because pti's structure is just terrible. 128 cubes everywhere is the worst thing a mapper could do.Actually, this was never a PTI map. And lighting is something I'm not good at, but I'll try and improve it.
Actually, this was never a PTI map. And lighting is something I'm not good at, but I'll try and improve it.