The problem with your method @RaVaGe is that your textures will not align easily, if at all. For a Source branch that has ep2's nice axis aligned seamless textures, that way is great but it's broken in TF2
I don't recommend my way to beginners either, it's quite hard to work that way...
Do you mean, like, pinning the thread or bookmarking it for yourself?Is there something like add to favs, the tutorial and RaVaGe method are awesome?
These mountains, and pretty much all mountains in TF2 start life as cubes, turned into displacements and molded as shown in this article.How would I go about creating a mountain like the ones seen in badwaters skybox?
These mountains, and pretty much all mountains in TF2 start life as cubes, turned into displacements and molded as shown in this article.
What Valve then does, to really make them believable and look like they belong, is to mix them with props such as rock piles and train bridges. For instance, here in Badwater, the mountains have been sculpted so that they shrink a little toward the middle and top, and then they're topped off with a rock model.
When trying to make awesome canyons, try to imagine them as basically dried-up coral reefs, with ridges and dips and valleys and overhangs and all that good stuff.