Making a cave look better

a2h

L2: Junior Member
Sep 18, 2008
93
30
My current technique is to pull rows outward of a displacement.

Sure, I've seen Youme's things and so on, but most assume you have the knowledge of actually how to manipulate displacements well, and that is something I'm horrible at.

The chat wasn't very helpful, just saying "don't use subdiv", so I'm asking for help here.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
Could you post a screen of what/where you want the cave?
 

YM

LVL100 YM
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Dec 5, 2007
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Could you post a screen of what/where you want the cave?

Thats probably why chat wasn't too helpful, the chat isn't all that great for descriptions of general techniques. and something like "getting a displacement to look good" comes down to "practice"
So yeah, pics so we can provide pointers for what you're doing wrong, failing that, practice some more!
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
3,814
A) Displacements take a lot of time. If you havn't spent a while on it it's not gonna look as good as other displacement "out there". You need to be willing to put that amount of effert/time into them; there's no other way about it.

B) Making good displacements boils down knowing when to have them displaced a lot and not a whole lot at all. Each circumstance will be unique and depend on what type of gameplay you're trying to achieve. (Thinking of Badwater/outside displacements). Your floor shouldn't be displaced too much so that travel is smooth and buildings don't bug out ingame. If you're having issues with funny area's a cheeky/quick fix is to shove a rock model in there to spruce it up.

C) You're gonna want to use all 3 axis' to achieve the finest finish to your displacements. Bit by bit too. Especially on corners.

With those in mind, short of making a huge tutorial on displacement style (which for the most part would just be a reitteration of Youme's displacement tutorial(s)), check out the VALVe official maps and how they look, to see what you'd like to achieve, and the general shape of displacements.

I'm finding everything i just said quite redundant as most of this is achieved with pretty much experience (practice).
 
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a2h

L2: Junior Member
Sep 18, 2008
93
30
2jeqo0x.jpg


EDIT:
2uhvl0p.jpg
 
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YM

LVL100 YM
aa
Dec 5, 2007
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See this tunnel here? -
http://www.flickr.com/photos/kudumomo/739146652/

its got quite a rounded shape, you've got squared off supports in there but don't stick rigidly to them allow your ceiling and walls to bow outwards in the middle as well as pulling the top corners inwards and down to give it more of a curve.
Also, don't use ground textures for walls :p
Don't forget to add some construction lights or lanterns in there too
 
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StoneFrog

L6: Sharp Member
May 28, 2008
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