I've just recently started a new project for Garry's Mod with a friend of mine. I'm a fairly experienced mapper, and I'd consider myself adept at creating visually pleasing linear corridors and man-made settings. But for this project, my friend and I require a more [I]natural[/I] map (I'm using many assets from ep2). My main question is the following: how can I make my displacements look less like a person made them? Even when I stylize my rock faces and open environments, they still appear to be rectangular; anyone who gets a vantage point and looks down can see it's all a square. I'm looking for a way to do this without making tons of leaks and putting hours into static brush design.
The way I learned to make decent displacements is through the work of others, the best displacement work I've seen was the work of Spudgun's Ha_long_treasures.
[url]http://gamebanana.com/maps/162030[/url]
[t]http://files.gamebanana.com/img/ss/maps/4ee60a5b9f7b6.jpg[/t]
[t]http://files.gamebanana.com/img/ss/maps/4ee60a4db3541.jpg[/t]
Though I've yet to finish off any caves myself, heres the best example I have to show.
[t]http://image.prntscr.com/image/f39b57b743ad4d7fa4b3f1ee1bfc5501.png[/t]
I think to best describe what a displacement formation should look like... it should be rough, but smooth. You want it to look jaggeder but also not jaggeder enough that the players notice the triangular patterns that make a displacement.
And as for curving a displacement. Here is a goodish example of mine.
[t]http://image.prntscr.com/image/7efd852e35a94e8fa9d09733a299ecf7.png[/t]
What makes a good curve look good with just straight lines? The angle of the lines from the bottom to the top of that brush gradually gets steeper from 0* to 90*, I judged each angle by the distance each point was to eachother. Maybe try that too?
But, theres a few good time saving displacement tutorials out there, [URL="https://facepunch.com/showthread.php?t=1413669&p=50865940#post50865940"]like this one.[/URL]
[url]https://www.youtube.com/watch?v=04cVm3bwM3s&t=2s&ab_channel=TopHATTwaffle[/url] But that one is a must watch.
[QUOTE=Knifey;52229759]:snip:[/QUOTE]
How tall are your cliff faces in the pictures you posted? Trying to make something similar in height right now and can't seem to find a height where it looks good and still feels right structurally.
most hl2 rock textures are 512x512 so you would make a brush 128u for the correct scale if you use css rock textures there 1024x1024 so u could make a brush 256u
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