Domed Ceiling?

Octop37 #teampyro

L1: Registered
Jul 12, 2016
18
4
I am attempting to do a small underground area in my map and I can not figure out how to make a domed ceiling. Are there any easy ways to do this for a beginner, if not any suggestions on what else I could do instead?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
I'd recommend trying a displacement. Place your brush, use the face edit button (should look like a multicoloured cube on the sidebar) and choose the bottom face, the one that looks downward. Then click the displacement tab > create displacement > power 2 (3 is overkill on a dome), and click paint geometry. Choose the Z axis, and click on the nodes to make them move up and down. The distance option is rather self explanatory, and the radius button changes the range that will be moved, however note it will only affect those nodes.

Try to make a subtle curve that goes in the middle.

I don't recommend doing sculpt as it's rather nasty to work with for a multitude of reasons
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Thanks for the idea it is working out great so far and is only getting better.
mind including a screenshot? I've never really had the idea to make a domed ceiling but now that I think about it, it would be rather cool for a map i have in mind

You could use a displacement, and there's a few other ways. But I can't find a link to the other forum posts, maybe somebody else can.
pls stop the plagiarism, you posted it a minute after mine >;)
 
Aug 30, 2015
359
451
Another way you could do it is create an arch, slice the edges off and rotate it around by instancing the original arch like so

Slice.PNGDome.PNG

This will create a more neat and tidy looking arch at the cost of complexity. This will also be the way to go if you want to put vaults in your dome like so
Vaults.PNG

This technique is explained much better in this guide which I have read about a dozen times
 
Last edited:

Octop37 #teampyro

L1: Registered
Jul 12, 2016
18
4
I decided to go with the arch idea in the end as it seem to be working better for me atm. the room is underneath the control point and has a large drill coming in from the ceiling and going into the floor. there is a small hole around the drill where players can eventually fall into what will hopefully be a large underground pocket of oil where they would die. Any suggestion or ideas would still be great as this is my first map.
20160727110953_1.jpg
20160727110958_1.jpg
20160727111008_1.jpg
20160727111003_1.jpg
 

Attachments

  • 20160727111008_1.jpg
    20160727111008_1.jpg
    189.3 KB · Views: 155
  • 20160727111003_1.jpg
    20160727111003_1.jpg
    285.7 KB · Views: 175
  • 20160727110958_1.jpg
    20160727110958_1.jpg
    106.9 KB · Views: 162
  • 20160727110953_1.jpg
    20160727110953_1.jpg
    248.2 KB · Views: 158

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
i'd recommend making the entire thing a consistent direction. Hold the ALT key while one is selected, and right click on every bit. It will give it a consistent texture, without that jarring angled change.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Click on the bottom face of any part of the dome in the texture select mode (as previously done)

hold down alt with one of them selected using left click, and right click on every face there.

this will apply an even texture job
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
When you click on a brush face with the texture application tool open, it'll show up as red, meaning you have selected it. Now hover over to the next brush with your cursor, hold alt and right-click. Hammer will now align your material with that of the previous brush, getting rid of any seams! When you want to do it for the next brush, do the exact same thing, but now on the new brush (that you just aligned the texture of).


I recommend you check out our resident tutorial lord Crash's TF2 mapping tutorials. It's still being made, but quite a few tips and tricks and lessons are already up. Check it out here: http://tf2maps.net/threads/video-tutorials-how-to-make-tf2-maps.24429/
 

Octop37 #teampyro

L1: Registered
Jul 12, 2016
18
4
I believe i finally got it and the other tutorials are very helpful. Thanks for the help and wish me luck.
 

Attachments

  • 20160727154306_1.jpg
    20160727154306_1.jpg
    304.2 KB · Views: 167

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Looks like you missed one but good work nonetheless, good luck.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Alt-right-click will only get you so far; it's no use for lining up every single face of a circular thing because you'll always have that seam between the first and last face you clicked.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Why not a displacement roof with displacements 1 2 3 like this?

H0Yi0WL.png


Then select all three displacements and, with a reasonable radius that doesn't extend past the edges of the hexagon, Paint Geometry from the middle. This should create a smooth dome ceiling that fits nicely into a hexagon-shaped hole.
 
Sep 10, 2015
142
39
Why not a displacement roof with displacements 1 2 3 like this?

Then select all three displacements and, with a reasonable radius that doesn't extend past the edges of the hexagon, Paint Geometry from the middle. This should create a smooth dome ceiling that fits nicely into a hexagon-shaped hole.

Plus you can make the textures align easier.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
The best method is the Hydro dish method, but if this is just an early alpha then I dunno just do whatever and worry about it looking good later.