[Petition] Displacements for Dummies

Rolo

L1: Registered
Aug 26, 2009
5
1
Hi everyone. I´m the noob maper who has benn noob for the last 3 years and still doesn´t know how to deal with displacements.

I´ve read some tutorials. I´ve watched some videos. I´ve read nearly the 80% of valve´s developer wiki. I have played a lot with hammer, made some modifications and reestyling. I´ve started, at least, 5 map projects. Now I´m like a Ninja warrior. I can handle most of Hammer situations and I know the ways of lighting and optimization. If I find myself in an odd situation or I want to make something I´ve never tried, I find a way to solve it. As I said, I can handle nearly any situation in hammer if you let me take my time solving it... But Displacements. Everytime I try to use them (to learn how to use them), I get spicky mountains (where I wanted to have a soft and rounded hill), terrain full of holes and streched textures.
I think that 3 years trying to deal with them is time enought for me. So its time to call for help. Can anyone please write a guide/tutorial on Displacements for dummies, where you explain what is the meaning of subdivide, how to use the blending tool, correct sizes for the tools, recomended parameters, how to make a walkable hill, a tunel, slopes, rounded corners and so on. Please you´ll have all of my gratitude (and a Ninja warrior´s gratitude is something you really want)
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
It really won't take very long at all.

To get rid of those spiky mountains, increase your radius on paint geometry, and lower the distance. Learning how to set up your displacements so they will be able to sew nicely takes a bit more thinking though.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Getting disps to Sew is easy as pie. All you have to do is make sure both are of the same power and share an edge that's either aligned vertex-to-vertex or vertex-to-midpoint.
 

Zarokima

L69: Deviant Member
Aug 7, 2010
69
10
Getting disps to Sew is easy as pie. All you have to do is make sure both are of the same power and share an edge that's either aligned vertex-to-vertex or vertex-to-midpoint.

Partially correct. They do not have to be the same power, but they do have to share an edge, either all the way or to the midpoint of the longer one.
 
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