Any tutorials for planning how to position displacement?

Discussion in 'Mapping Questions & Discussion' started by Hyperion, Sep 28, 2015.

  1. Hyperion

    aa Hyperion L16: Grid Member

    Messages:
    810
    Positive Ratings:
    617
    To me, displacements are huge pain in the ass. When I look into official maps and how displacements are done there, I cant do nothing else than wonder how on earth they made those disps. So, I'd like to learn how to make displacements in advanced level, like this: [​IMG]Also how I can fit them into my map without making them go under buildings
     
  2. saph

    saph L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    267
    I hate them. They are annoying, but as with most things, it takes practice. (It helps when I have an environment artist though....) Just practice and play around with it. You'll find out more as you go. Experience is key to progressing as not only a mapper, but as pretty much anything.


    Personally, I'd make a box-like shape for the start. Simple shapes can help you connect and have a fluid connection between the various planes. It's like when you block out an idea for alpha. Keep it simple, then make it more complex.
    Learn to subdivide, it helps a lot. By just playing around with it, you can create (as close as you can get in Hammer) smooth surfaces which you can then go over with a brush to make it more jagged and natural. I'm pretty sure tunnels, caves, and walls are good with this. It takes practice, and manipulating displacements can be tricky. The corners pinch up sometimes, and an extension or decoy might be needed.
    Smooth it out. Smoothing is what I do after making any cliffs or ground. I set it to a low value and then smoothing. As with any displacementing (people say it, it's not really a word though), a large radius can be useful for flatter, smoother surfaces. Don't go overboard, but a little bit of smoothing can really make an area look nice and not rough.

    Picture it in your mind and simplify it. When viewing a Valve map, turn off the 3D mode for displacements, and poke through there brush-based origin. You'll see how simple and tricky they are. Always make sure you can sew, and when doing stupid angled displacements, please cut the edges so it lines up nice. (It should be flat on the ends, making a smooth connection with the other surrounding displacements.)
     
  3. Izotope

    aa Izotope Never releases maps

    Messages:
    592
    Positive Ratings:
    540
    What I like to do from time to time is look at Valve maps and "Destroy" a displacement.
    This will reveal how they made the brush first.
    You can do that to an entire area to see how they constructed the brush-base first,
    and then from there you can kinda guess how they did it.
     
  4. saph

    saph L4: Comfortable Member

    Messages:
    161
    Positive Ratings:
    267
    I do like it sometimes, but I like to undo it sometimes to compare the change from the initial brush to the displacement's final form. I usually use the Disp Mask toggle which shows the brush or the displacement. It can be found next to the Align to World/Face (on the left of the displacement buttons) in the Hammer Map Operations Toolbar (the top bar in hammer).
     
  5. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    735
    Positive Ratings:
    72
    If you need help, look up UAEKCrash (he has a tutorial for this)


    I guess tangential question (I will make a thread)
    how do you people get the ENV_cubemap working
     
  6. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

    Messages:
    1,264
    Positive Ratings:
    748
    Note though that you can mimic a sewable displacement triangle using 3 displacements and its quite easy to perform.

    Displacements first require a person to build clean brushwork and get some knowledge of vertex editing. If they dont know these basics displacements are hard to build. But when they can vertex edit any brush to fit they can easily make more complex displacements. Since you arent required to make the complex shape initialy you can just edit it to the final shape. Moving a displacement over 128HU in the final result isnt bad at all. Its better to start with a good shape at a good size and then just move the walls to where you want it (as long as its within a reasonable distance - and note i mean moving it using the displacement tool - your initial displacement doesnt have to match the final result at all as long as you dont mess up the textures on the displacement)
     

    Attached Files: