[Guide] Creating curved ramps using subdivision

Discussion in 'Tutorials & Resources' started by Blade x64, Feb 6, 2016.

  1. Blade x64

    aa Blade x64 Logical insanity

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    The goal of this tutorial is to teach you what the guide displacement is and how it helps you turn subdivision into a more powerful tool. The application in this case will be the creation of a curved ramp.

    To start, we need to make sure your arch tool is set up correctly. Go to Tools > Options in Hammer. Make sure the 'Stretch arches' flag is unchecked.

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    Now when building any arch, expand the bounding box to what the size of the arch would be as if you were making a full circle.

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    To start off, make your arch. Doesn't matter the height or width, anything works.

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    If the texture is one you need to align correctly, select the vertical face, then alt+right click the horizontal face.

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    Now you need to make two more arches that fit right up snug with the original on either side, each with the same width. Then duplicate the original and create a stack of three somewhere where they do not touch the first three.

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    For the three below, create displacements on the horizontal faces. For the stack, make the inward and outward faces displacements. These additional displacements are what you call the guide displacements. These are used to create the smooth curves you want and will not appear in the final map.

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    Delete the guide displacements, and bring the two center groups back together. You should now have one curved beam. You'll want to sew them together as there will be small seams.

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    From here all you need to do is use the paint geometry tool. Make sure that you use the hard edge. Figure out how much you need the ramp to raise for each vertex by dividing the height of the ramp you want by the number of vertices. You can't use the 'raise to' because that will undo the subdivision.

    [​IMG]

    That's pretty much all you need to know. There's a lot more you can accomplish, but just remember that you want to keep the guide displacements to the same width as the main brush, otherwise the displacement won't line up with the level geometry.

    [​IMG]

    You can play around with other ways to make the curves. This way, for example, results in a more curvier curve that still lines up with level geometry, but it takes more work to get the base brushes set up.

    [​IMG]

    There's a lot more you can make using the guide displacements, like a skate park or a hydro dish. In certain cases, you'll want to take advantage of the $seamless_scale parameter.

    [​IMG]
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  2. Zed

    aa Zed Certified Most Crunk™

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    Damn, that skate park. What map is that for/from?
     
  3. Viperi

    aa Viperi not actually a snek

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    Looks like CS:GO.
     
  4. Blade x64

    aa Blade x64 Logical insanity

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    It was from a commissioned CS:GO map I made a few months ago. The end product was simplified cause I needed 16 copies of that area in one map.
     
  5. puxorb

    aa puxorb

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    Neat. I was going to make a tutorial on this months ago but I never did.
     
  6. Aeix

    Aeix L3: Member

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    I'm still a little confused about the whole guide displacements thing,
    it would really help if someone could make a video showing the creation of this.
    This looks so amazing!
     
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  7. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Important to note that $seamless_scale doesn't work in TF2 and will result in the entire texture to be pitch black.
     
  8. Asd417

    aa Asd417 L1: Registered

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    How did you even figure this out? Thanks for this wonderful trick!
     
  9. Asd417

    aa Asd417 L1: Registered

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    One question: How do I make a smooth sector using this method?

    Edit: Nvm I found a way. But can you tell me how to fix the textue not aligning with other solid faces? parts of my curve have 'wrinkled' textures
     
    Last edited: Jun 12, 2016
  10. Diva Dan

    aa Diva Dan hello!

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    I get lost around the step where you delete the guide displacement- Do I subdivide before or after, and with which faces? I selected all of the faces and subdivided but hammer crashed like usual
     
  11. Cartfridge

    Cartfridge L2: Junior Member

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    In this case you delete the guides before you start with your subdivision.
    The purpose of the guides is to make sure your displacements don't bend/stretch.
     
  12. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    What no. You make the guides so that the subdivision looks smoother. Subdividing without guides will keep the outer edges (the ones we care about) straight. Therefore, deleting the guides before subdividing is the same as just not doing any of this in the first place.
     
  13. Diva Dan

    aa Diva Dan hello!

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    Yep, exactly like what Tumbolisu said! You select each group of 3 and subdivide, and only keep the brush in the center. THEN bring those 2 together.
     
  14. Crowbar

    aa Crowbar perfektoberfest

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    Actually, it's unnecessary to have 2 sets of brushes. You can select only vertical or horizontal faces of the same brush with the guides.
     
  15. Crowbar

    aa Crowbar perfektoberfest

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    Though, apologies for the double post, but couldn't you tell more about that "curvier curve"?