Making a cave look better

Discussion in 'Mapping Questions & Discussion' started by a2h, Apr 13, 2009.

  1. a2h

    a2h L2: Junior Member

    Messages:
    93
    Positive Ratings:
    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.
     
  2. TMP

    aa TMP Abuser of Site Rules

    Messages:
    948
    Positive Ratings:
    551
    Could you post a screen of what/where you want the cave?
     
  3. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    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!
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

    Messages:
    5,436
    Positive Ratings:
    3,564
    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).
     
    Last edited: Apr 13, 2009
  5. MangyCarface

    aa MangyCarface Mapper

    Messages:
    1,616
    Positive Ratings:
    1,275
    Displacements is more or less 90% setting up the brushes before hand. If your brushwork flows and therefore may be sewn, and also already slightly resembles the cliff/tunnel you want, you're going to have a very easy time displacing.
     
  6. a2h

    a2h L2: Junior Member

    Messages:
    93
    Positive Ratings:
    30
    [​IMG]

    EDIT:
    [​IMG]
     
    Last edited: Apr 13, 2009
  7. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    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
     
    Last edited: Apr 14, 2009
  8. Inqwel

    Inqwel L6: Sharp Member

    Messages:
    308
    Positive Ratings:
    57
    Actually, no. The image has a preventive block on hot linking things off their site.
     
  9. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    Well I see it :p *finds another image*
     
  10. a2h

    a2h L2: Junior Member

    Messages:
    93
    Positive Ratings:
    30
    Then what should I use for the wall texture?
     
  11. StoneFrog

    StoneFrog L6: Sharp Member

    Messages:
    395
    Positive Ratings:
    81
    ...rocks? :mellow: