View Full Version : (W.I.P) coastal canyon.
madworkz
June 3rd, 2007, 05:03 AM
(EDIT0 Ill Be posting progress every 10%
Well. putting aside the three maps i finished befor H2V came out. (including my version of highground) I've been pretty bumed out once i heard H2V was gimped/nerfed on the tools. So i have set those maps aside until further notice. However i have decided to accpet H2V for what it is. Mb we will never get to take my atv for a spin, but I will promise to make you guys some very cool halo styled maps. Here is my lastest work i did today. I Have the basic layout done but still needs fleshed out. There is still so may things i have planed for it. I promise it will provide fun game types. also Those PINE TREES are just place holders so my renders where not bare. still working to get my trees lower poly. Also the Rocks where just placed about with no ryme or reason. But at least ill tease you with what i have so far considering ive kept my last few maps under wraps. :P
Map sits at 4300 polys includeing rocks.(not trees)....Bumpmaping does wonders if use correctly. Also expect some more video tuts
from me very
soon.
Yes the normal map will change on cliffs. just been experimenting with Zbrush.
And those floating plains you see are just poly savers. from ground level they add depth by appearing as distant cliffs.
hate waisting polys :)
well enjoy. MAP PROGRESS.......................................... .....................10%
http://www.madworkzstudio.com/halo/canyon.jpg
Might see some of this stuff in there if we can figure a way to unlock gurilla :)
http://www.madworkzstudio.com/halo/tu.jpg
Well, reworking the inside of base as well as creating a new normal map for cliffs. Taking a little longer then expected, as im swamped with real life work atm. Should have free time wensday night to finish up to get some nice new renders :).....
Anyway. here is some scenery ive created to fit the theme. Ive used opacity channel to render out. This saves on major polys. Will use it as Alpha channle in halo. Same effect.
My Bsp poly limit goal is set for 45k-50k triangles. Thats what PI studio said uplift was at. Thats including all rocks/trees/shrubs/etc i create
http://www.madworkzstudio.com/halo/props.jpg
http://www.madworkzstudio.com/halo/woops.jpg
Timo
June 3rd, 2007, 05:31 AM
Oh my god. o_O
Sunray
June 3rd, 2007, 05:42 AM
Oshi. Wow. That looks amazing. Great stuff. The portaturret looks great as well.
DaneO'Roo
June 3rd, 2007, 06:43 AM
Good thing i told him to post it. Made me nearly pee my pants ;P
The H2V sections "awesome map" cherry has been officially popped.
Btw, who says your ATV can't be used in CE ;)
phase
June 3rd, 2007, 06:46 AM
Please tell me the water is just a place holder.
DaneO'Roo
June 3rd, 2007, 06:47 AM
no shit sherlock, its a render, not ingame :P
teh lag
June 3rd, 2007, 06:56 AM
Wow.
That's made of awesome and win.
Limited
June 3rd, 2007, 07:06 AM
Woah that is nice :P Is the other teams base at the end of the like beach?
Hunter
June 3rd, 2007, 07:12 AM
looks awsome, nice map madworkz
DaneO'Roo
June 3rd, 2007, 07:15 AM
The map is symmetrical (in layout) and meets at like a T section in the middle, kinda like Dangercanyon and sidewinder, but instead of the above section, it has like a path leading out to the water, and could be a choke point. But thats what I'm gathering from the pics.
Limited
June 3rd, 2007, 07:18 AM
The map is symmetrical (in layout) and meats at like a T section in the middle, kinda like Dangercanyon and sidewinder, but instead of the above section, it has like a path leading out to the water, and could be a choke point. But thats what I'm gathering from the pics.
Symmetrical? Look at the bottom screen.
Unless you mean like where the trees are an possibly bases :P
DaneO'Roo
June 3rd, 2007, 07:39 AM
I think theres a cavern that goes underneath the waterfall to the other base, actually its more of a Y shape than a T
Unless, the other base goes off to the ocean path and is under fucking water o_O
Bodzilla
June 3rd, 2007, 07:53 AM
omg.
my pants are soiled. SOILED!
Roostervier
June 3rd, 2007, 09:19 AM
Fucking wow... This map is teh sex. I want it released soon D:
Good job with the halo 3 style bump mapping technique, makes it look a lot different than a normal halo 2 map. Wish you could get your mongoose in game too :(.
Elite Killa
June 3rd, 2007, 09:34 AM
Wow. Wow. Wow.
WOOOOOOOOOOOOOOOW!!!!!!! +rep 4 u!!!!!
Oxygen
June 3rd, 2007, 10:05 AM
F*CK yes.
...nuf said.
DaneO'Roo
June 3rd, 2007, 10:06 AM
Oh, you wouldn't believe how long it took him to produce what he has so far
Madworkz (6:11:26 PM): well i have something to show you that might brighten your day</I>
dano555666 (6:12:26 PM): renders for Dano
dano555666 (6:12:36 PM): oh
dano555666 (6:12:44 PM): you can i know you can
dano555666 (6:13:07 PM): gimme gimme nou nou
dano555666 (6:13:15 PM): lol
Madworkz (6:13:22 PM): ok ok one sec</I>
Madworkz (6:14:42 PM): model it today and just about finish unwraping it
</I>
I'd call it's progress in 1 day, a fucking beta.
you Fucking nutter XD
Btw I got a nickname for the map: Beavalla ;)
Snowy
June 3rd, 2007, 10:09 AM
This map. Is so hawt. :)
Reaper Man
June 3rd, 2007, 10:17 AM
Hehe, looks awesome! Though, the cliffs look too brown, maybe add a bit more yellow to the overall colour? But that's just me.
Snowy
June 3rd, 2007, 10:22 AM
Yeah, you think you could make the cliffs more "rocky"? Like some grey rock textures (like on Valhalla) or something... I dunno, just a suggestion.
leorimolo
June 3rd, 2007, 10:26 AM
omg, this map is amazing... +rep 4 u
Ki11a_FTW
June 3rd, 2007, 10:26 AM
thats one hell of a sexy model ya got there/
Were did you get those cliff textures ?
phase
June 3rd, 2007, 10:39 AM
The map isn't that good >_>.
madworkz
June 3rd, 2007, 10:43 AM
thats one hell of a sexy model ya got there/
Were did you get those cliff textures ?
The bump/normal map you see that brings the cliffs to life was made with a 3D program called Zbrush. The basic diffuse color however was made bt leet sauce dano for an early build of highground. i have since tweeked the diffuse to match my theme. No texures are final
phase
June 3rd, 2007, 10:46 AM
Looks more mudboxy then zbrushy.
madworkz
June 3rd, 2007, 11:03 AM
The map isn't that good >_>.
Much agreed with as this is the result of one simple day of modeling. The level is still in move/push/delete mode. In this phase i rapidly create my idea/vision very quickly. I still try to model cleanly to save from later work, but when i have an idea i like to concept it out befor i forget or lose intrest. I wasnt even going to post any renders. but i was convinced by my fellow friend dano. JUST wait 2 more days to see whats changed/added. I am in the detail phase now.
I like to treat each area of the map likes its own. EXAMPLE. there will be a recessed cave behind the midfield waterfall in which i will provide the player a great visual sense of untouched nature. The cave lighting will be dim, except for a small hole/shaft in the ceiling leading to daylight. The daylight will pour in casting a nice lighting effect which can be seen in waterworks. And water claustics will illuminate the innerwalls. The small radial cone of light will be cast onto a rock in the middle of the water. A rocket launcher will be found on the rock. I realy like to capture detail.
I feel i will turn your opion about the map. just give me some time :) trust me
Looks more mudboxy then zbrushy.
Good eye!!!, yes most done in mudbox, However i have made some edits with zbrush. i have found a way i can take my higher lvl sud-divide from mudbox in to zbrush for editing, then back to mudbox for the render to texure, so ive just been testing this method out :)......seems like i have a fellow artist attetion. Good cause we work here :)
StankBacon
June 3rd, 2007, 11:20 AM
looks VERY nice.
stunt_man
June 3rd, 2007, 11:30 AM
Can't wait!
MasterChief2829
June 3rd, 2007, 11:40 AM
Woah, that looks awesome! Like a Halo 3 map. That Mongoose is perfect, hopefully you guys can unlock guerrilla soon because that map could go very well with the Mongoose.
[edit] You created a High Ground map too? Do you have any images of it up yet anywhere?
And how in the world can you model that in one day. I wouldn't be able to model a quarter of that in a day. I tried modeling but I have no idea how to do it the way everyone else does it. Everyone makes it sound so easy. Maybe it's something you have to get used to...
Dole
June 3rd, 2007, 11:44 AM
Good work blending the cliffsides with the ground texture, keep going with that!
Huero
June 3rd, 2007, 11:48 AM
I'm really liking this; I love the layout of the map, as much as we can see it. A lot a places to surprise someone, or be surprised. Also, it looks like there will be some radical firefights.
«TUI» HenTz
June 3rd, 2007, 11:51 AM
Woah this is going to pwn when you get the Mongoose ( is it called that ) ingame :)
Beckon
June 3rd, 2007, 12:05 PM
As long as the maps keep the asymmetrically feel it'll be great, they do look fantastic btw.
Ki11a_FTW
June 3rd, 2007, 12:37 PM
The bump/normal map you see that brings the cliffs to life was made with a 3D program called Zbrush. The basic diffuse color however was made bt leet sauce dano for an early build of highground. i have since tweeked the diffuse to match my theme. No texures are final
Were can i get zbrush
phase
June 3rd, 2007, 12:44 PM
http://www.pixologic.com/home.php
http://www.studica.com/products/product_detail.cfm?productid=53434
adumass
June 3rd, 2007, 02:37 PM
Wow amazing map and you only did that in a day, I wish I could model like that..:(
Lightning
June 3rd, 2007, 02:40 PM
Get on AIM more often D:
phase
June 3rd, 2007, 03:23 PM
JUST wait 2 more days to see
I feel i will turn your opion about the map. just give me some time :) trust me
Hey
As long as you stop geting over posstive comments ill wait till its done before giving my crit.
Zeph
June 3rd, 2007, 03:48 PM
It's great to see people using the floating poly method. Those really add depth when you're ingame. It's a pitty there's not a game that features a good couple mile long level where the floating polies could be layered to give that great sense of having traveled somewhere.
Xegrot
June 3rd, 2007, 03:57 PM
It. Is. The. SEX...
Well, it will be. :D
Hmmm... maybe you could add some decorators to make it look better. 2D flowers, perhaps...
Lol, the Chief skipping through a field of flowers as rockets and warthogs zoom around him
klange
June 3rd, 2007, 04:04 PM
Well that's just great.
Now I'm blind. How am I ever going to get anything done now?
Stupid 1337ness blinding me...
madworkz
June 3rd, 2007, 04:06 PM
As long as you stop geting over posstive comments ill wait till its done before giving my crit.
haha phase im really starting you like you :)....hehe wait for me to post my next set of updates befor you go to town. As i can pick out tons of stuff from these few render shots. My next post will provide a better sense of things. I enjoy good critz. as they make a artist better. cant wait
bleach
June 3rd, 2007, 04:27 PM
damn:eek: that is a hot map. I wish Hired Gun could give the H2EK a little more freedom in modding and custom things. Add your mongoose and that portable turret (chain-gun) and your map will be great!
Rosco
June 3rd, 2007, 05:06 PM
Very nice work mad, can't wait to see more :)
X3RO SHIF7
June 3rd, 2007, 05:28 PM
nice!
TeeKup
June 3rd, 2007, 05:31 PM
Jesus Christ.
I have seen the light.
Scrixx
June 3rd, 2007, 05:43 PM
OMG, my pants are now wet >.>
Cortexian
June 3rd, 2007, 06:46 PM
Wow, very nice! Kinda like what I had an idea of for "revolution", but better :)
paladin
June 3rd, 2007, 07:41 PM
F*CK yes.
...nuf said.
LOLZ, zomg, you werent joking.
DaneO'Roo
June 3rd, 2007, 09:37 PM
The map isn't that good >_>.
lmbo.
Good work blending the cliffsides with the ground texture, keep going with that!
^ tbh. It's one minor little thing that seperates custom maps from professional looking ones.
asian knife
June 3rd, 2007, 09:54 PM
wow awsome looks so gooooood. Cant wait!! Once again great job !
Pooky
June 3rd, 2007, 10:35 PM
I don't think I've ever been that impressed with a map... but it needs a CE version DDD:
It. Is. The. SEX...
Well, it will be. :D
Hmmm... maybe you could add some decorators to make it look better. 2D flowers, perhaps...
Lol, the Chief skipping through a field of flowers as rockets and warthogs zoom around him
YES! this man speaks truth. You could add 3D grass in the vein of Oblivion
flibitijibibo
June 3rd, 2007, 11:49 PM
Wow.
That's made of awesome and win.
What he said.
SMASH
June 4th, 2007, 12:15 AM
Yea, can you do normal maps for grass where you export the ground into mudbox or Zbrush and make really small but tall "grass" pieces. Would that work well?
Lightning
June 4th, 2007, 12:20 AM
Or he could use detail object collections/the decorator brush.
=3
paladin
June 4th, 2007, 01:11 AM
Looks good for objective based games, more along the lines of CTF or assault, but for slayer, I dont think that the level is set up for it.
DaneO'Roo
June 4th, 2007, 01:41 AM
Or he could use detail object collections/the decorator brush.
=3
tbh. You could make new decoraters, like really long grass and stuff.
Tweek
June 4th, 2007, 06:51 AM
Yea, can you do normal maps for grass where you export the ground into mudbox or Zbrush and make really small but tall "grass" pieces. Would that work well?
wouldn't work at all :P
DaneO'Roo
June 4th, 2007, 07:51 AM
Unless it was using deep parralax, and even then it would look like shit.
Kalub
June 4th, 2007, 08:30 AM
Jesus...
klange
June 4th, 2007, 11:54 AM
You have found a way to express sexual intercourse through a first-person-shooter level. I congratulate you.
Oxygen
June 4th, 2007, 12:49 PM
i'm curious, was the map intended for assault/ 1 flag ctf? cuz i can't help but realize that there's only a single base. although the map is very eye-pleasing, i fail to see how great its gameplay is. i do see a sort of "run" to the base, which looks like great for sniping. i feel like there should be a bridge or some other structure(s) -- mb as floaters in the background. but i feel that the base structure is somewhat random, considering there's NOTHING else to tie it to. i think it'd be pretty B.A. if u added a structure out across the water as well...or some sort of scenic site.
so far, i love the way it's looking...but i'm just not seeing an amazing gameplay. after ur next update, my mind could be changed tho. good work so far, man.
=Oxy
paladin
June 4th, 2007, 01:19 PM
i love you oxygen,...
Kal
June 4th, 2007, 02:00 PM
Absolutley amazing, keep it up man.
madworkz
June 4th, 2007, 02:11 PM
i'm curious, was the map intended for assault/ 1 flag ctf? cuz i can't help but realize that there's only a single base. although the map is very eye-pleasing, i fail to see how great its gameplay is. i do see a sort of "run" to the base, which looks like great for sniping. i feel like there should be a bridge or some other structure(s) -- mb as floaters in the background. but i feel that the base structure is somewhat random, considering there's NOTHING else to tie it to. i think it'd be pretty B.A. if u added a structure out across the water as well...or some sort of scenic site.
so far, i love the way it's looking...but i'm just not seeing an amazing gameplay. after ur next update, my mind could be changed tho. good work so far, man.
=Oxy
Good, good, good.... My next update will answer all your following complaints.
Structures are being added, as well as adding detail to bsp as a whole. there will be two cool looking structures overlooking the distant horizon veiwable from aproaching the beach. I have not yet decide on weather or not to create a base on the beach side. All i can say is wait for next post :)
mass improvments all around....
madworkz
June 6th, 2007, 02:18 AM
Well, reworking the inside of base as well as creating a new normal map for cliffs. Taking a little longer then expected, as im swamped with real life work atm. Should have free time wensday night to finish up to get some nice new renders :).....
Anyway. here is some scenery ive created to fit the theme. Ive used opacity channel to render out. This saves on major polys. Will use it as Alpha channle in halo. Same effect.
My Bsp poly limit goal is set for 45k-50k triangles. Thats what PI studio said uplift was at. Thats including all rocks/trees/shrubs/etc i create
Note: the top Shrub is going to be small. mainly used on cliff wall to add some depth perspective from fround floor. no need to be super high rez
http://www.madworkzstudio.com/halo/props.jpg
http://www.madworkzstudio.com/halo/renderwater.jpg
BobtheGreatII
June 6th, 2007, 02:49 AM
That, is, intense, someof the best looking trees I've seen going into halo.
DaneO'Roo
June 6th, 2007, 03:20 AM
^ indeed. Someones getting better at painting textures too :awesome:
~A.
June 6th, 2007, 03:42 AM
That's neat. Reminds me of that Mudslide map in a way.
madworkz
June 6th, 2007, 03:54 AM
ill be sticking with the lower poly pine tree. To me it looks fine. plus ill need the saved polys for other stuff.
http://www.madworkzstudio.com/halo/renderwater.jpg
legionaire45
June 6th, 2007, 04:01 AM
ill be sticking with the lower poly pine tree. To me it looks fine. plus ill need the saved polys for other stuff.
http://www.madworkzstudio.com/halo/renderwater.jpg
Is that ingame or just a render? The water looks sexy =P.
Nice trees too, although I think they would look a little bit better if they were more dense.
Reaper Man
June 6th, 2007, 04:59 AM
Looks over-bumped. Make the bumps more subtle on the cliffs and actually model more of the detail in, because right now, it looks lousy and unrealistic.
DaneO'Roo
June 6th, 2007, 05:17 AM
:awesome:
am agree with reaper man, but I still think it looks good, Just yeah, don't be afraid to poly up those cliffs, because It look's like your poly limit is pretty good at the moment.
Kalub
June 6th, 2007, 06:33 AM
The only problem with your trees that I can see right away is that the physics of gravity dont seem to apply to the branches. Of course there is a bit of curvature to the branches but not enough, and I'll have to admit if they bent down more and there was more branches it would look more like a healthy pine, then a sickly one.
I really like the look of the fuller healthier pine and poly count shouldn't be a problem with your illusionary magic.
Ponderosa Pine:
http://www.paradisedirect.com/paradise/pics/pinetree.jpg
Notice how its less dense because of its surrounding environment? This photo was taken from a desert/mountainous region similar to the area I live in now, so I see them all the time. However, the trees below look like they are thriving in a coastal canyon like some of the places in Oregon/Washington with a lot of coastal area and humidity.
http://bp1.blogger.com/_v3RfhHlwWSU/RYmYLx778kI/AAAAAAAAAC4/iBGyL1PMeXs/s400/nothing+but+pines.jpg
One is more alive and prosperous, and the other like the ones I see everyday are slowly dying. Please make it look more like the picture above. :)
Snowy
June 6th, 2007, 11:01 AM
ill be sticking with the lower poly pine tree. To me it looks fine. plus ill need the saved polys for other stuff.
http://www.madworkzstudio.com/halo/renderwater.jpg
I like the sky! :)
phase
June 6th, 2007, 11:29 AM
http://www.madworkzstudio.com/halo/canyon.jpg
http://www.madworkzstudio.com/halo/props.jpg
http://www.madworkzstudio.com/halo/renderwater.jpg
I understand how grass can grow there but how the hell can pine trees grow on pure rock?
Am looking forward to seeing your new bumpmap.
madworkz
June 6th, 2007, 02:27 PM
Omg LOL last night i forgot to take optimize of befor i rendered. Thats why it looked so flat. I keep optimise on to make my view port run silky smooth. Heres with it off. sorry about that Reaper man.
Also guys i will be using a detail map for cliff walls in halo. so upclose it still looks sweet....By keeping the main bump soft. it will smooth out when you get close.
http://www.madworkzstudio.com/halo/woops.jpg
I understand how grass can grow there but how the
hell can pine trees grow on pure rock?
Am looking forward to seeing your new bumpmap.
Phase do some research on Bryce canyon. Im using it as my theme :)....go for a hike outside:P as some vegetation require very little water to grow.
http://www.bergoiata.org/fe/canyons/Alone%20on%20the%20Rim,%20Bryce%20Canyon%20Nationa l%20Park,%20Utah.jpg
http://www.randybradleyphotography.com/Canyons/images/D35T094%20Bryce%20Canyon,%20Utah.jpg
http://www.bergoiata.org/fe/canyons/Basin,%20Snow%20Canyon%20State%20Park,%20Utah.jpg
http://www.martin-grandrath.de/fotografie/usa-1998/images/24_bryce_canyon.jpg
[img]http://www.zionnational-park.com/images/jpegs/bryce-canyon-vacation.jpg[/img
madworkz
June 6th, 2007, 02:28 PM
Omg LOL last night i forgot to take optimize of befor i rendered. Thats why it looked so flat. I keep optimise on to make my view port run silky smooth. Heres with it off. sorry about that Reaper man.
Also guys i will be using a detail map for cliff walls in halo. so upclose it still looks sweet....By keeping the main bump soft. it will smooth out when you get close.
http://www.madworkzstudio.com/halo/woops.jpg
I understand how grass can grow there but how the
hell can pine trees grow on pure rock?
Am looking forward to seeing your new bumpmap.
Phase do some research on Bryce canyon. Im using it as my theme :)....go for a hike outside:P as some vegetation require very little water to grow.
http://www.bergoiata.org/fe/canyons/Alone%20on%20the%20Rim,%20Bryce%20Canyon%20Nationa l%20Park,%20Utah.jpg
http://www.randybradleyphotography.com/Canyons/images/D35T094%20Bryce%20Canyon,%20Utah.jpg
http://www.bergoiata.org/fe/canyons/Basin,%20Snow%20Canyon%20State%20Park,%20Utah.jpg
http://www.martin-grandrath.de/fotografie/usa-1998/images/24_bryce_canyon.jpg
http://www.zionnational-park.com/images/jpegs/bryce-canyon-vacation.jpg
WTF. lol i double posted. seems like server is running realy slow and i didnt think i click the submit button. OH NOOOS. im a forum noob lol
DOMINATOR
June 6th, 2007, 05:49 PM
WTF. lol i double posted. seems like server is running realy slow and i didnt think i click the submit button. OH NOOOS. im a forum noob lol
just edit the second post to take out all the pics etc... site is running really slow for me also.
nice work so far... i would edit the ground map so that the grass edge parts that meet the cliff rocks make it so that part is the secondary rock texture (the trail part). so it blends better and you dont notice the sharp edge.
klange
June 6th, 2007, 06:03 PM
Please, use the higher poly ones... They aren't that high poly!
And look sooo much better.
MasterChief2829
June 6th, 2007, 07:02 PM
Aww, why'd you get rid of the old cliffs? I thought they looked awesome. Halo 3 like.
Phalanx_Master
June 6th, 2007, 07:31 PM
wow i never seen anything so cool. I would sure like to know how to make a waterfall and stuff in halo 2, to me this is going to be the most detailed map ever. i mean it looks like a combination of highground, and valhalla..great work i cant wait to download and play when its released.
Xegrot
June 6th, 2007, 07:42 PM
just edit the second post to take out all the pics etc... site is running really slow for me also.
nice work so far... i would edit the ground map so that the grass edge parts that meet the cliff rocks make it so that part is the secondary rock texture (the trail part). so it blends better and you dont notice the sharp edge.
l
l
l
\
*\___
Or, just model little slants in the bottom of the cliffs, to give it the sense it's part of the ground... which are what cliffs are...
Leiukemia
June 6th, 2007, 07:52 PM
I can't beleive I didn't see this. Very nice work, it's good to see more skilled people join the community. Any thoughts I thought should be dealt with have already been said, so there ya go.
Edit: Actually one thing that hasn't been addressed, and may be just a personal opinion. The sort of ripply edges on the cliffs, seem, I dunno, too vainy to me. It just doesn't seem natural to me.
Also, on a side note. Phase, I'm interested to see some of the stuff you have created. It seems you post in topics with some knowledge of the 3d area, and I'd just like to see some of your expertise put to work. Why don't you post some of your work in the gallery section sometime? :)
phase
June 6th, 2007, 08:40 PM
Edit: Actually one thing that hasn't been addressed, and may be just a personal opinion. The sort of ripply edges on the cliffs, seem, I dunno, too vainy to me. It just doesn't seem natural to me. :)
OMG some one that agrees with me!
Like leiukemia said you need to get rid of those curved cracks they look unrealistic.
Also he did not get rid of old clifs he just added more detail from what I see.
madworkz
June 6th, 2007, 09:09 PM
OMG some one that agrees with me!
Like leiukemia said you need to get rid of those curved cracks they look unrealistic.
Also he did not get rid of old clifs he just added more detail from what I see.
Bah.... Thats still the old normal map from me experimenting with zbrush. Wait for new one :P sillys.
Veegie
June 6th, 2007, 09:14 PM
madworkz needs to get on aim more.
Reaper Man
June 6th, 2007, 11:11 PM
MUCH better madworkz! The colour of the cliffs should be changed so that it's closer to your reference image:
http://www.randybradleyphotography.com/Canyons/images/D35T094%20Bryce%20Canyon,%20Utah.jpg
And if possible, add more protrusions to your normal maps so it looks more like the above too.
DOMINATOR
June 7th, 2007, 12:08 AM
l
l
l
\
*\___
Or, just model little slants in the bottom of the cliffs, to give it the sense it's part of the ground... which are what cliffs are...
no, im talking about the ground texture... not the model
these parts (links dont wanna derail thread too much)
http://img.photobucket.com/albums/v291/DOMINATOR5/woops2.jpg
so it's like this http://img.photobucket.com/albums/v291/DOMINATOR5/paradiselost222.jpg(sry it's hard to see)
OmegaDragon
June 7th, 2007, 12:14 AM
If the map is at 10%, I imagine it at 100% O_O
DaneO'Roo
June 7th, 2007, 12:25 AM
madworkz needs to get on aim more.
I talk to him nearly everyday =3
Digikid
June 7th, 2007, 12:27 AM
wow is all I can say.
Well Done!
madworkz
June 7th, 2007, 12:30 AM
no, im talking about the ground texture... not the model
these parts (links dont wanna derail thread too much)
http://img.photobucket.com/albums/v291/DOMINATOR5/woops2.jpg
so it's like this http://img.photobucket.com/albums/v291/DOMINATOR5/paradiselost222.jpg(sry it's hard to see)
OH, Dominator, i totally understand what you mean. Those are spots from uv stretching due to jump back and forth from optimize mode. I wont perfectly UV the map until im down editing the bsp as a whole. its senseless to having to redo uvs and what not. The Renders are just done in max for you guys to see what theme im shooting for. thats all.
Phalanx_Master
June 7th, 2007, 02:38 AM
i think it would be a fun ctf theme
paladin
June 7th, 2007, 02:54 PM
no, im talking about the ground texture... not the model
these parts (links dont wanna derail thread too much)
http://img.photobucket.com/albums/v291/DOMINATOR5/woops2.jpg
so it's like this http://img.photobucket.com/albums/v291/DOMINATOR5/paradiselost222.jpg(sry it's hard to see)
Are you talking about a nice transition from ground texture to rock?
Oxygen
June 7th, 2007, 03:51 PM
well...one thing i've noticed is that, in oder to have the good transition, they used the same detail maps and scaled them the same. that way, the detail maps were all the same size making it look nice and tha's all u can notice if the colors of the ground and the rocks are the same.
mb there's a better way to do it though...besides unwrapping it all together.
=Oxy
Darkbiship
June 7th, 2007, 05:36 PM
I want that map in my pants, and in my CE, and in my H2v
Btd69
June 7th, 2007, 05:53 PM
Very nicely modelled, hopefully the layout is of that standard :)
Digikid
June 7th, 2007, 06:52 PM
just an idea...how about making a cave the base for the other team?
MrUncool
June 7th, 2007, 06:59 PM
That would cause no end of spawn-killing, just lob nades in there all day...maybe a cave complex with multiple entrances and stuff.
klange
June 7th, 2007, 08:01 PM
That would cause no end of spawn-killing, just lob nades in there all day...maybe a cave complex with multiple entrances and stuff.
Also known as a big cave.
I'd like to see a truly well thought-out base, not some random building with no functionality. Maybe something with a light armory, windows facing key spots (for sniping) and a vehicle room / parking spot. All-in-all, I think a regular building-style base would suit this map.
madworkz
June 7th, 2007, 09:40 PM
well...one thing i've noticed is that, in oder to have the good transition, they used the same detail maps and scaled them the same. that way, the detail maps were all the same size making it look nice and tha's all u can notice if the colors of the ground and the rocks are the same.
mb there's a better way to do it though...besides unwrapping it all together.
=Oxy
good point.
however i dont unwrap the cliffs all together. Ive created 4 seprate bitmaps that seemlessly blend together. even a 2048x2048 normal/bump map texure cant be used for the entire cliff walls. So i broke them in roughly 4 even chunks, then inmported each chunk as a seprate .OJB in zbrush, that way it look alot sharper ingame. and not so fuzzy. Tech, i could break it up to 6 or 8 parts but im
not getting that detailed.
also you are right about createing the detailed maps. i will be make my own
Stealth
June 8th, 2007, 12:48 AM
Hey Madworkz, you should make a Bristlecone Tree for your map.
Here is a whole list of pics of them (http://images.search.yahoo.com/search/images?p=bristlecone+pine+tree&rs=1&toggle=1&cop=mss&ei=UTF-8&fr=yfp-t-501&vf=) they'd fit right into your map.
madworkz
June 8th, 2007, 10:34 AM
Hey Madworkz, you should make a Bristlecone Tree for your map.
Here is a whole list of pics of them (http://images.search.yahoo.com/search/images?p=bristlecone+pine+tree&rs=1&toggle=1&cop=mss&ei=UTF-8&fr=yfp-t-501&vf=) they'd fit right into your map.
wow, those are really cool looking. Thanks for the link. BTW happy B-day to you stealth!!! :)
Digikid
June 8th, 2007, 11:06 AM
yes...Happy Birthday Stealth.....18 eh?
TO HOOTERS WITH YOU! :D
Terror(NO)More
June 8th, 2007, 07:55 PM
DAMMMMM.... Wish I could make bsp's well mine all look like ****
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