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Terror(NO)More
November 30th, 2007, 07:58 AM
Hey can anyone give me a link or if you have one a cliff modeling tutorial please and thanks.

LlamaMaster
November 30th, 2007, 10:22 AM
I saw a tutorial over at halomaps titled "cliff modeling tutorial" if that helps, but I doubt it. Alot of the tutorials over there suck. I'll make another video tutorial when I can, but don't count on it soon. For now, look at the models of the bungie maps in spark edit to see how their constructed.

Sel
November 30th, 2007, 02:49 PM
Agreed, halomaps hosted tutorials are shit.

Well, most of them.

My advice would include using vertex modelling to make them, but if its too long and repetitive you can take a quick fix and tesselate your cliffs a few times, use some random displace map. Then vertex chamfer some of those there sharp verts.

Disaster
November 30th, 2007, 05:36 PM
im pretty good at cliffs im getting better but if you want ill record myself next time im making cliffs its not the best but you will get the idea on how to do it if you want

Tweek
November 30th, 2007, 06:38 PM
heres a tutorial:

make a plane.
Y-aligned (vertical)
convert to editable poly
grab one of the side edges, and hold shift, and move th edge out, do this like 5 times or somehting
then select all the top edges, and hold shift, and drag em up, then drag em to the back a bit.
then hold shift, drag em up again, and drag em to the back again.

do that again 2 times.

go into vertex mode, select all, apply noise modifyer, fuck with the values till your thing gets distorted enough.

drag some verta manually to make it look more natural, or fix any weird ness the noise could have made.

done.

go kill yourself.

Disaster
November 30th, 2007, 06:59 PM
lol tweek i know your awesome and all but i dont like your method the cliffs are very hard to get natural

i just create each polly individually. it is slower though.
if i were u i would try tweeks method better because tweek is awesome

Sel
November 30th, 2007, 07:13 PM
Id luv it if the person who made the BSP for snow grove (I think it was arteen) made a modelling tutorial for terrain, cliffs, and bases.

That map was bitchin.

Con
November 30th, 2007, 07:23 PM
but i dont like your method the cliffs are very hard to get natural



drag some verta manually to make it look more natural

.

Disaster
November 30th, 2007, 07:37 PM
i dont like moving verts. its just hard to get the natural feel once you moved them to a certain spot. and the cliffs are just straight on one suface for a whole line...same everything no variation ..anyways i dont think arteen is around much anymore

Terror(NO)More
November 30th, 2007, 08:36 PM
hey guys help me out ive been searching the web like crazy ive found a few tutorials but they are either displacement or height map or tessellate till you have polys off the wall

Con
November 30th, 2007, 08:42 PM
i dont like moving verts. its just hard to get the natural feel once you moved them to a certain spot.
dont stop there, work with it.

edit: that goes for both of you. Stop being babies and just practice because you wont find tutorials that lead you over every obstacle.

Sel
November 30th, 2007, 08:43 PM
hey guys help me out ive been searching the web like crazy ive found a few tutorials but they are either displacement or height map or tessellate till you have polys off the wall

The only thing I can give you that might be of any help whatsoever is the beretta 9000 plane modelling tutorial, it teaches plane modelling, but doesnt deal with landscapes.

http://www.moddb.com/tutorials/23868/beretta-9000-video-tutorial

Theres the link if you need it.

Disaster
November 30th, 2007, 09:23 PM
no conscars,
i have a different way that i like. I create each vert and triangle individualy

Terror(NO)More
November 30th, 2007, 09:48 PM
selentic I dont want your help you made my other thread go to hell.
Plus thats the very first tutorial i took when i started modeling i took it months ago but thx anyway.

Disaster
November 30th, 2007, 09:49 PM
terror i might film myself modeling some cliffs when i get the time..maybe ill do it tommorow....o_0

Terror(NO)More
December 1st, 2007, 12:08 AM
Hey guys just thought I would post what my cliffs are looking like. Ignore the left side its not detailed yet its just extruded plane. Dont gripe at me about the smoothing it was just an auto smooth. btw I know the structure sucks.

http://i125.photobucket.com/albums/p70/bman12_2006/CanyonRedux.jpg

DOMINATOR
December 1st, 2007, 12:35 AM
Hey guys just thought I would post what my cliffs are looking like. Ignore the left side its not detailed yet its just extruded plane. Dont gripe at me about the smoothing it was just an auto smooth. btw I know the structure sucks.
work on vertical placement. select the tops and move some parts down/up. you could also take that one part that sticks out some (center left) and select a few verticies and move em up to create a crows nest like in blood gulch. also change the bottom of the cliffs vertically just slightly and gradually to flow along with the terrain.

LlamaMaster
December 1st, 2007, 12:38 AM
Please make better renders. :/ Last time I checked, cliffs didn't shine.

n00b1n8R
December 1st, 2007, 01:35 AM
and they look like deformed plastic either.

Tweek
December 1st, 2007, 04:07 AM
terror i might film myself modeling some cliffs when i get the time..maybe ill do it tommorow....o_0


trust me, you WILL NOT be helping.
if anything you'll be dragging him down.

i just told you how i made ALL the cliffs i EVER made.
and you come there with "oh well i dont like moving vertices, so ill do something of my own idea"


i have a different way that i like. I create each vert and triangle individualythat just proves how stupid/dumb/ignorant you are.
:gtfo:

stop trying to pass on your stupidity!


@ terror, i unblocked your AIM for now, contact me and ill give you a more detailed tutorial/video/whatever.

n00b1n8R
December 1st, 2007, 04:24 AM
wow.
"my way or the highway"

I don't care how good you are, there is no need to bash anyone else simply because their not doing it your way.

SnaFuBAR
December 1st, 2007, 04:26 AM
he's not bashing, his comment was simply retarded.

Leiukemia
December 1st, 2007, 04:55 AM
trust me, you WILL NOT be helping.
if anything you'll be dragging him down.

i just told you how i made ALL the cliffs i EVER made.
and you come there with "oh well i dont like moving vertices, so ill do something of my own idea"
that just proves how stupid/dumb/ignorant you are.
:gtfo:

stop trying to pass on your stupidity!


@ terror, i unblocked your AIM for now, contact me and ill give you a more detailed tutorial/video/whatever.

I'm sorry, but just because you're probaly the best modeller at this site, does not mean you know everything. Yes the guy shouldn't be giving his tips because he doesn't know what he's doing, but still you're not the god of this. There are things modellers do differantly, and happening to be the senior at it when compared to not a large crowd of crap-decent modellers doesn't make you know everything.

Tweek
December 1st, 2007, 05:10 AM
never said i was, i just said he's an idiot who shouldnt be passing on stupidity.

n00b1n8R
December 1st, 2007, 05:36 AM
you made it sound like your way of doing things was the only way to do it "correctly".

Disaster
December 1st, 2007, 08:05 AM
tweek im sorry if i pissed you off.

tehgrunt
December 1st, 2007, 01:20 PM
i make my layout first and all that good stuff then i extrude edges 3 or 4 times to get my cliffs then i edit it with soft selection and there u go u got realish looking cliffs now. dont ask me about structures tho i suck at those.

Con
December 1st, 2007, 01:26 PM
I plane modeled the cliffs in Frostbite. Once I was happy with their simple shape and path, I created some diversity in the cliff by moving verts around perpendicularly to the cliff, then worked those into details that I could continue down a cliff section with.

Disaster
December 1st, 2007, 04:06 PM
thats exactly what i do conscars...i plane model the cliffs...making each polly and vert individually then i alter it some what and target weld some things to others to lower the polygon count

Con
December 1st, 2007, 04:49 PM
That's not what I described at all....

Disaster
December 1st, 2007, 04:50 PM
you said you plane model them..and then edit it a bit by moving verts..?

never mind

Con
December 1st, 2007, 04:52 PM
Yeah, I never said that I "make each vert individually." Who hell does that? I don't think you understand what plane modeling is.

Tweek
December 1st, 2007, 04:56 PM
I don't think you understand what plane modeling is.
FTFY.

distaster, you're a goddamn disaster.

Disaster
December 1st, 2007, 04:58 PM
lol proabably

anyways whats wrong with creating each vert then making each poly?...it works

Con
December 1st, 2007, 05:00 PM
its fucking slow and useless

Disaster
December 1st, 2007, 05:07 PM
its slow but its not useless. i like it because i get to make each polly look what i want it to look like and where. Ive tried dragging edges for bsps..i dont like it much. i can never get it to look the way i like it and by creating each poly, i can get it the way i like it

LlamaMaster
December 1st, 2007, 05:44 PM
I drag up the edges a couple times then use the paint deformation tools. Easiest way I've encountered.

Disaster
December 1st, 2007, 05:46 PM
whats the paint deformation tool?..ive never heard of it ..if i new what it was i would try it

LlamaMaster
December 1st, 2007, 05:54 PM
whats the paint deformation tool?..ive never heard of it ..if i new what it was i would try it
Edit poly, go into vert selection mode, scroll to the very bottom of the tools. It's like a dumbed down version of zbrush. It moves verts a specified amount depending on wherever you "paint". Just experiment.

Disaster
December 1st, 2007, 05:57 PM
sweet im going to try that
thanks llama

Tweek
December 1st, 2007, 07:00 PM
its slow but its not useless. i like it because i get to make each polly look what i want it to look like and where. Ive tried dragging edges for bsps..i dont like it much. i can never get it to look the way i like it and by creating each poly, i can get it the way i like it

might when you're trying to make a fucking BOX!

wont work with anything non planar.
it's also stupidly slow and just stupid in every way imaginable.
have fun making anything nonplanar/more than 50 verts

Disaster
December 1st, 2007, 07:04 PM
ok i will..lol

i like it so im going to stick with it your not changing my mind

Tweek
December 1st, 2007, 07:06 PM
i will not give in to the popular kids.
i will not give in to the popular kids.
i will not give in to the popular kids.
i will not give in to the popular kids.
i will not give in to the popular kids.
i will not give in to the popular kids.

Disaster
December 1st, 2007, 07:10 PM
lol exactly lol anyways i tried to get used to the way you do it by draging edges and i cant..so i create the pollys individually. it takes time but i can get it teh way i want it

Con
December 1st, 2007, 07:14 PM
Why don't you create the surface first using the fast tools, then modify it with ease later... There's a reason nobody uses your method, and you're going to have to learn proper modeling eventually.

Disaster
December 1st, 2007, 07:17 PM
lol...i never thought of that...oh well i guess i will try to learn your method again

Rob Oplawar
December 2nd, 2007, 12:21 AM
loldrama

e: just read in the quotes thread. ... XD XD XD

Terror(NO)More
December 5th, 2007, 06:20 PM
Hey guys here is what Ive been workign with recently, many improvments to be made. Grass is flat atm but I will be making it more bumpy ect.


http://i125.photobucket.com/albums/p70/bman12_2006/CanyonRedux-1.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/CanyonRedux2.jpg

LlamaMaster
December 5th, 2007, 06:23 PM
Those cliffs are way to uniform and smooth.

Sel
December 5th, 2007, 06:25 PM
Those cliffs are way to uniform and smooth.

Agreed.

Of course, theyre a big improvement from before, but that might just be the bitmap making them look good.

Bitmapless render pls.

Terror(NO)More
December 5th, 2007, 06:26 PM
Llama would you like to make a tutorial on how to make cliffs? Because this is what I end up with.

EDIT: I mean comon guys. Iv'e been trying to model cliffs now correctly to your all's standards. But I cant get them right I need someon willing to make me a tutorial or guide me through how to make cliffs appropriately. It would be a big help to me improving and It would be thanked alot. Tweek said he would help me but we live on two whole different time zones. So I need Llama or someone that knows what they are doing to make me a tutorial. Thanks always.

LlamaMaster
December 5th, 2007, 06:48 PM
Wait a couple days. I'll have all the time in the world after my classes end.

Rob Oplawar
December 5th, 2007, 07:03 PM
*opens mouth to speak, pauses, then decides against it and leaves*

Terror(NO)More
December 5th, 2007, 07:13 PM
Ok, Llama thanks alot I really apreciate it. Ill just find somthing else to work on untill then, and agian thanks

Tweek
December 5th, 2007, 07:32 PM
So I need Llama or someone that knows what they are doing to make me a tutorial.

so hard..
SO HARD!

the lols.
i died.

Disaster
December 5th, 2007, 07:34 PM
lol tweek you should make a tutorial. I know alot of people around here would greatly apreiciate it if you made a tutorial on how you make cliff model. Ive been practicing with the style you told me to learn and i think i like it alot better. However im mixing it with my own style. When i want to make the cliff go into greater detail i just delete that secion and create more pollygons. And model and move verts from there.

n00b1n8R
December 5th, 2007, 08:17 PM
so hard..
SO HARD!

the lols.
i died.
then stay dead.

Anton
December 5th, 2007, 08:51 PM
:lol: I lol'd at your post n00b1n8R. and I'd like to see a cliff modeling tutorial, but thats not where I'm struggling. I can visualize what I want to make but I don't' know the procedures to making it. Oh and don't talk about this post in this thread. That'd be hijacking or something. :D

Warningshot3
December 5th, 2007, 09:23 PM
I pity the fool who questions themselves about if something they made looks ok or not, leave that to others plz.

Thats what i did for a while untill a friend showed me some wireframe pics of h2 cliffs.


Ok the best way to learn about cliffs to be used in a game engine is to look at some already in the game and remember that a good bitmap + bump + shader is also what makes a cliff look good. what i did is I imported some cliff images from halo ce + bump mapping and enabled DX display of standard material in the material editor then reclicked the show map in view port (the icon changes from blue/white to pink/white) and this will give you real time bump mapping, you might want to put some lights in cuz some times the default lights can suck.





http://img212.imageshack.us/img212/507/coagulationwfnh0.jpg


http://img155.imageshack.us/img155/3033/burialmoundswfjs1.jpg



Sometimes random modifiers can give cool looking cliffs, use melt, bend, taper, squeeze, noise, Whatever man just experiment with all the modifiers. The paint deformation tool is useful like someone else had suggested in a post, the soft selection tool is ok.

here is some high rez cliffs i made with random stuff, and its possable to lower the triangle count so it will be good in a game.
with the melt i changed the melt direction and some numbers and this is what i got.

http://img233.imageshack.us/img233/8302/mycliffsmatexb7.jpg
and im not an expert so dont ask for help cuz im still just learning 3ds max.

Sel
December 5th, 2007, 09:52 PM
That last pic looks quite good, but I suppose thats a pretty high triangle count and that method might not work too well for large levels.

legionaire45
December 5th, 2007, 10:01 PM
My suggestion: Look at some references. Waterfalls, cliffs from other games, whatever floats your boat. Look at them for a long time. Now, take that image that is in your ref and try and make it into something 3 dimensional in your head. Think about what goes where and how the surfaces interact with each other. THEN start modeling.

There will not always be a tutorial made to help you. Sometimes you need to sit down and just figure out how things work before you start working on them.

Warningshot3
December 5th, 2007, 10:05 PM
well the Optimize mod will make lowering the triangle count super easy, if only it worked the way i wanted every time. :(

Rob Oplawar
December 6th, 2007, 03:27 PM
Oh yeah, the various melt/deform modifiers, I hadn't thought of that. Those could easily produce some good shapes. But you still have to manually tidy up and optimize it if you do that. e: and yeah that optimize modifier tends to optimize the wrong vertices in my experience. too bad, eh?

Con
December 6th, 2007, 06:59 PM
Modifiers give you a place to start if they're put on a low poly mesh.

tehgrunt
December 6th, 2007, 07:21 PM
i just think that its the poly count that is the problem. we can all make something really nice if its high poly but it will lag to much in game and no one will play your map.its the same thing for bump maps to many will lag to much. ex: crowpaths map church

Con
December 6th, 2007, 07:33 PM
Bump maps are fine as long as you don't have too many dynamic lights. Bumps don't show up unless there's a dynamic light there.

It's also surprising how low poly some cliffs can be and still look fine. It seems in halo that the skin goes a long way.

tehgrunt
December 6th, 2007, 08:54 PM
yeah i no bungies halo 3 was an almost perfect conbination of bump mapping and modeling. i can make ground bsps quite easily (tweeks way pwns) but for some reason all of my structures seem to suck. i think a tutorial on that would be nice since there are no good tutorials on halomaps (they are all for beginners)

Tweek
December 7th, 2007, 05:28 AM
i just think that its the poly count that is the problem. we can all make something really nice if its high poly but it will lag to much in game and no one will play your map.its the same thing for bump maps to many will lag to much. ex: crowpaths map church

you're very wrong.
making a proper high res gometry is a completely different process than making a proper ingame-res geometry.

meepster
December 7th, 2007, 04:09 PM
Holy shit, Never knew cliff modeling was this goddamn hard. There is however like 1 tut on cliff modeling over at halo maps, basically all he does is use inset, I think

Terror(NO)More
December 7th, 2007, 04:57 PM
Disaster did you know about the turn tool in editable poly? Doesnt sound like it well your talking about having them turned the right way. Thats what you need to use now you dont need to create each poly seperatly because if you move the plane verts to where you want but the faces look wierd and arent turned the way you want use the turn tool you can make it go the other way just though Id drop some advice I knew. Well ttypl

SnaFuBAR
December 7th, 2007, 05:53 PM
holy crap! use punctuation CORRECTLY!

Disaster
December 7th, 2007, 08:16 PM
dont drag verts...i create it individually and move it to where it needs to be and so there are no nonplanars

Con
December 7th, 2007, 08:25 PM
Non-planars don't really matter on a cliff when you put smoothing on it all anyway :downs:

Disaster
December 7th, 2007, 08:30 PM
i know i just dont like non-planars they annoy me very badly

p0lar_bear
December 8th, 2007, 02:05 AM
i know i just dont like non-planars they annoy me very badly

Kinda hard to make organics without making things non-planar. :eyesroll:

DOMINATOR
December 8th, 2007, 02:13 AM
Kinda hard to make organics without making things non-planar. :eyesroll:

yeah lol... unless there are a lot of wasted polygons.

SnaFuBAR
December 8th, 2007, 02:16 AM
no not rly. non-planars are incorrectly modeled faces. this is all organic, with NO nonplanars.

http://img135.imageshack.us/my.php?image=2lh2.jpg
http://img129.imageshack.us/my.php?image=1vp6.jpg

p0lar_bear
December 8th, 2007, 02:20 AM
I thought the correct term was "nearly co-planar"

SnaFuBAR
December 8th, 2007, 02:39 AM
o rly? where'd you get that from?

p0lar_bear
December 8th, 2007, 03:19 AM
One of the errors that Tool spits out when two joined faces are almost planar with each other, but off by just a tiny bit.

Tweek
December 8th, 2007, 04:08 AM
Kinda hard to make organics without making things non-planar. :eyesroll:

QUOTE FOR TRUTH.

im tired of people bandwaronning about non planar faces. most of them yelling about it barely know what they are, and are just bandwagon faggots.

Mass
December 8th, 2007, 11:28 AM
heres a tutorial:

make a plane.
Y-aligned (vertical)
convert to editable poly
http://i118.photobucket.com/albums/o97/nate-the-great_photos/Image1.jpg

grab one of the side edges, and hold shift, and move th edge out, do this like 5 times or somehting
then select all the top edges, and hold shift, and drag em up,
http://i118.photobucket.com/albums/o97/nate-the-great_photos/Image2.jpg

then drag em to the back a bit.
then hold shift, drag em up again, and drag em to the back again.

do that again 2 times.

go into vertex mode, select all, apply noise modifyer, fuck with the values till your thing gets distorted enough.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/Image3.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/Image4.jpg

drag some verta manually to make it look more natural, Use the cut tool and move tool to add details and accents or fix any weird ness the noise could have made.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/Image5.jpg

done.
http://i118.photobucket.com/albums/o97/nate-the-great_photos/withoutsmoo.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/smoo.jpg

go kill yourself.
:fuckoff:

ISN'T LISTENING FUN KIDS?

Sel
December 8th, 2007, 11:35 AM
Hawt.

Mass
December 8th, 2007, 01:46 PM
I even made a video.
http://files.filefront.com/cliffwmv/;9218626;/fileinfo.html
Low quality, but a quick download.

Anton
December 8th, 2007, 02:12 PM
Nice tutorial :p might help a few people. Out come was more than i expected for a quick tutorial.

TeeKup
December 8th, 2007, 03:22 PM
I don't see how making cliffs is hard.

To me it was common sense. Just go outside, look at a cliffwall then transfer that into 3ds max, Either that or the internet. To me modeling cliffs is no hard than making an extrusion. :I

DOMINATOR
December 8th, 2007, 03:41 PM
I don't see how making cliffs is hard.

To me it was common sense. Just go outside, look at a cliffwall then transfer that into 3ds max, Either that or the internet. To me modeling cliffs is no hard than making an extrusion. :I
some people want their hands held for every little thing. their used to everything being handed to em.

Disaster
December 8th, 2007, 04:01 PM
However much truth is in that...were all different and some things come more natural for different people, for me thats weapon modeling and inside stuff...i just have to get the feel of polygon placement for organic stuff...I'm practicing and its beginning to come more natural.

and whoever made that tutorial tweek i think it was you because the quote has your name in it..thanks for the tutorial. That helped alot. I never thought to use cut for cliffs.

Mass
December 8th, 2007, 04:03 PM
That information was tweek's and was here the whole time.
I just added pretty pictures.

Disaster
December 8th, 2007, 04:05 PM
lol thx for the pics mass..and thanks for words tweek..i would plus rep tweek but i just did like a day ago anyways plus rep mass

Tweek
December 8th, 2007, 04:13 PM
However much truth is in that...were all different and some things come more natural for different people, for me thats weapon modeling and inside stuff...i just have to get the feel of polygon placement for organic stuff...I'm practicing and its beginning to come more natural.

and whoever made that tutorial tweek i think it was you because the quote has your name in it..thanks for the tutorial. That helped alot. I never thought to use cut for cliffs.

http://www.h2vista.net/forums/showthread.php?t=7512
first page, 5th reply.

if you're too lazy to scroll:
http://www.h2vista.net/forums/showpost.php?p=193548&postcount=5

gg

funny how it took 10 pages for it to get seen though.

Disaster
December 8th, 2007, 04:23 PM
lol i never ever looked at that..i guess i thought you were screwing with me...oh well sorry lol..
anyways thanks tweek
im getting the hang of cliffs i think

Terror(NO)More
December 8th, 2007, 04:25 PM
Great tutorial you guys this is going to help me alot!!!! Also Massacre when you go to unlselect somthing instead of unselecting one by one hold alt and drag over the ones you want to unselect. :) thx

Sel
December 8th, 2007, 05:34 PM
some people want their hands held for every little thing. their used to everything being handed to em.

Or it just doesnt come to everyone naturally.

SnaFuBAR
December 8th, 2007, 05:35 PM
even so, they were told what to do but they constantly whine about how it's not good enough for them.

Terror(NO)More
December 8th, 2007, 05:36 PM
Im not even gonna argue. So here you go guys here is what I got after watching the tutorial. It was indeed a big help and I thank you two alot. (Tweek & Massacre)

http://i125.photobucket.com/albums/p70/bman12_2006/Cliffs.jpg

Tweek
December 8th, 2007, 05:56 PM
i think ill make a 5-min video of me doing more or less the same, but different techniques used.
because massacre's vid made me go wtf a few times.

TeeKup
December 8th, 2007, 06:22 PM
some people want their hands held for every little thing. their used to everything being handed to em.

No offense to anyone but I really can't stand people like that. I don't see whats so wrong with learning it yourself, you get a greater sense of accomplishment that way.

Con
December 8th, 2007, 06:37 PM
Im not even gonna argue. So here you go guys here is what I got after watching the tutorial. It was indeed a big help and I thank you two alot. (Tweek & Massacre)

http://i125.photobucket.com/albums/p70/bman12_2006/Cliffs.jpg
Looks great, nice work!

Sel
December 8th, 2007, 07:03 PM
I agree, that did turn out pretty nicely, now can you extend it around a whole level?

I still have to watch the one mass made, and then Ill see what I come out with.

n00b1n8R
December 8th, 2007, 07:39 PM
where's the vid mass made? I only saw a post.

also, GJ Terror :)

LlamaMaster
December 8th, 2007, 07:49 PM
Heh, looks ***surprisingly*** good! Now just don't revert back. :/

Leiukemia
December 8th, 2007, 07:56 PM
Im not even gonna argue. So here you go guys here is what I got after watching the tutorial. It was indeed a big help and I thank you two alot. (Tweek & Massacre)

http://i125.photobucket.com/albums/p70/bman12_2006/Cliffs.jpg

Great, much improvement. Keep it going.

Sel
December 8th, 2007, 09:56 PM
Mine didnt turn out as nice as I had hoped, guess I need a few more rounds on that tutorial, but then Its still a big improvement over how I was making cliffs before so, yey.

http://i93.photobucket.com/albums/l42/selentic/cliffs.jpg

Disaster
December 8th, 2007, 10:01 PM
that smoothing is ugly..resmooth it..just dont give it smoothing of one group..give it multiple areas to define some details like when it changes to a different level..completely like going to the ground or when it like almost changes a 60 degree angle

Sel
December 8th, 2007, 10:11 PM
that smoothing is ugly..resmooth it..just dont give it smoothing of one group..give it multiple areas to define some details like when it changes to a different level..completely like going to the ground or when it like almost changes a 60 degree angle

Yeh Im screwing with that now, Ive never really done much with screwing with smoothing.

I dunno, Ill fuck with it a bit and see what I get.

adumass
December 8th, 2007, 10:12 PM
Show us a picture without smoothing, selentic.

Disaster
December 8th, 2007, 10:12 PM
^

Sel
December 8th, 2007, 10:21 PM
Show us a picture without smoothing, selentic.

I really dont like how it turned out, I think Im just gonna have to start over, its completely hideous without smoothing.

http://i93.photobucket.com/albums/l42/selentic/cliffs-1.jpg

Saggy
December 8th, 2007, 11:03 PM
where's the vid mass made? I only saw a post.

also, GJ Terror :)
If you haven't found it by now...
CLCIK HURR (http://www.h2vista.net/forums/showpost.php?p=197203&postcount=84)

Con
December 8th, 2007, 11:28 PM
I really dont like how it turned out, I think Im just gonna have to start over, its completely hideous without smoothing.

http://i93.photobucket.com/albums/l42/selentic/cliffs-1.jpg

Add some variation, your cliff has the same basic shape and height all the way around. Also, add a cracked/ridgy look in some areas, like Terror has. Thirdly, try to stay away from long sections. Keep every cliff section about the same length. Finally, keep things smooth but shape-defining and cliff-like at the same time

Anton
December 9th, 2007, 03:11 AM
Well I read this whole thread and seen all the helpful hints that tweek made, and I tried to put a few of them to use. I need to practice but heres what I came up with in about 10-15 minutes. Comment on it so I can improve please :p
http://img455.imageshack.us/img455/7691/nosmoothingnd6.jpg (http://imageshack.us)

http://img467.imageshack.us/img467/3456/smoothingtx9.jpg (http://imageshack.us)


EDIT:


Decided to extend it a bit more to practice.
http://img454.imageshack.us/img454/326/extendedcj9.jpg (http://imageshack.us)

Tweek
December 9th, 2007, 05:41 AM
amazing what some simple reading/listening can do

n00b1n8R
December 9th, 2007, 05:53 AM
Still making your tut?

il Duce Primo
December 9th, 2007, 08:40 AM
People who already used that tut. Try using it to model different types of cliiffs. Not just the ones in the tutorial. Like this one. I made this a while back.
http://img481.imageshack.us/img481/7998/allyi2.png

Disaster
December 9th, 2007, 01:31 PM
beutiful +rep

TeeKup
December 9th, 2007, 01:46 PM
People who already used that tut. Try using it to model different types of cliiffs. Not just the ones in the tutorial. Like this one. I made this a while back.
http://img481.imageshack.us/img481/7998/allyi2.png

Very well done.

Anton
December 9th, 2007, 02:51 PM
Hm, wireframe of current:
http://img112.imageshack.us/img112/9093/wowjk1.jpg (http://imageshack.us)

Terror(NO)More
December 9th, 2007, 03:52 PM
Nice its getting there I'm also working on something but I do not want to post until I have a decent amount done so yea. :P

Corndogman
December 9th, 2007, 04:01 PM
thats looking pretty good T1xAnton. I'm interested in seeing where thats going.

Longshot
December 9th, 2007, 09:49 PM
Wow, that video helped me a lot. Thanks!

Sel
December 9th, 2007, 10:16 PM
Add some variation, your cliff has the same basic shape and height all the way around. Also, add a cracked/ridgy look in some areas, like Terror has. Thirdly, try to stay away from long sections. Keep every cliff section about the same length. Finally, keep things smooth but shape-defining and cliff-like at the same time

I took your advice, and I suppose its a good improvement over that one from yesterday. I guess it still needs a lot of work, but school is bitchy as fuck, so yeh, gotta please some demmanding parents >_>.

http://i93.photobucket.com/albums/l42/selentic/cliffs-2.jpg

Anton
December 9th, 2007, 10:19 PM
Selentic, my question to you is: Are you imagining your work flow, and what you are going to model? Also, do you know your tools to the point that you don't have to think about what tool to use for what? All I can say is learn max as much as you can, and try to think about what you are going to model before you model it. If you are doing that, keep practicing! It is an improvement though.

Sel
December 9th, 2007, 10:24 PM
Selentic, my question to you is: Are you imagining your work flow, and what you are going to model? Also, do you know your tools to the point that you don't have to think about what tool to use for what? All I can say is learn max as much as you can, and try to think about what you are going to model before you model it. If you are doing that, keep practicing! It is an improvement though.

Its an improvement, and I still have a long ways to go before being godly, It would be helpful if I lived around where there were more cliffs, but unfortunately I dont there are only hills and other stuff :(

So yeh when I get a chance Im gonna go check around at the cliffs in other games like UT2004 and see how they did it.

Either way, I still have to start working harder on my schoolwork so I might have a long stretch of improvement ahead.

Also, luv how yours turned out, just so i get an idea, how long did you spend on the last one?

Anton
December 9th, 2007, 10:33 PM
About 20-30 minutes: I woke up at 1 Pm. Haha I stayed up the night before with some halo 3. And worked on it from 1:10ish to 1:30-40ish. I went and did my before work cleaning etc...shower etc. Came back and posted it. Then Yeah, pretty much that.

Edit, what is your aim or msn?

Terror(NO)More
December 11th, 2007, 09:32 PM
Here you go guys but here is a start to somthing for my map. Not much I've been sick the past few days vommiting and diaria. So yea here you go Clay and Non-Clay Renders

http://i125.photobucket.com/albums/p70/bman12_2006/Ambush.jpg
http://i125.photobucket.com/albums/p70/bman12_2006/Ambush2.jpg

p0lar_bear
December 11th, 2007, 09:41 PM
Not bad, not bad. Keep up the good work.

Sel
December 11th, 2007, 09:56 PM
The building is kinda bland, but the cliffs look good.

@T1X Anton my MSN is selentic@gmail.com

Terror(NO)More
December 11th, 2007, 09:58 PM
Yea the building I havnt been working as much on as the cliff's. It's less important to me atm. Well I am calling someone so I will talk to you guys later when I have more complete and I dont feel like SHIT!

Higuy
December 11th, 2007, 10:30 PM
Thanks for the Tut guys! I started a Bsp so far:

http://i238.photobucket.com/albums/ff260/showbizfluffy/frozenfall.jpg

Terror(NO)More
December 11th, 2007, 10:30 PM
Sorry for the double post, but guys and girls can you give me some suggestions or ideas on what I can do to make my buildings or whatever you want to call it better. Ive searched alot to get ideas but they arent just sticking. Btw Its more human but its also running twards a forerunner way. Thanks alot guys this will help alot. Peace

Mass
December 11th, 2007, 10:34 PM
Here you go guys but here is a start to somthing for my map. Not much I've been sick the past few days vommiting and diaria. So yea here you go Clay and Non-Clay Renders

snip
snap

When you apply the noise modifier, add more on the Z axis. Otherwise, looks much better.

Timo
December 11th, 2007, 10:36 PM
Thanks for the Tut guys! I started a Bsp so far:

<snip
Just for future reference and so you don't get yelled at, up the top left of the render window is the save button, so you can save just the render, and not have to print screen ;)

Higuy
December 11th, 2007, 10:44 PM
oh, thanks heh:)

SMASH
December 11th, 2007, 11:09 PM
Sorry for the double post, but guys and girls can you give me some suggestions or ideas on what I can do to make my buildings or whatever you want to call it better. Ive searched alot to get ideas but they arent just sticking. Btw Its more human but its also running twards a forerunner way. Thanks alot guys this will help alot. Peace

You can have windows, rocks piled along the side, electrical boxes, trees and shrubs (landscaping), ect. As well, work on a nice metallic texture, and you should be a-ok.

Terror(NO)More
December 12th, 2007, 01:40 PM
Smash that was a great idea and massacre I will do that.

Terror(NO)More
December 12th, 2007, 02:22 PM
Sorry for double post once agian but do any of you all have like ideas on how I can variate my cliffs so they dont look the same. Peace

Hunter
December 12th, 2007, 02:27 PM
just get a picture of some cliffs and use it as a reference, think of real life cliffs.

SnaFuBAR
December 12th, 2007, 02:30 PM
Sorry for double post once agian but do any of you all have like ideas on how I can variate my cliffs so they dont look the same. Peace
it's called manual manipulation. are you lazy?

Hunter
December 12th, 2007, 02:47 PM
{offtopic}
SnaFuBAR i think im getting the hang of texturing this, do you know of a good tutorial on how to make the edges look warn though?
{ontopic}

Tried the [Edit] Button....?

SnaFuBAR
December 12th, 2007, 03:32 PM
sign up at that site i linked and find the tutorial "metal edges".

Sel
December 13th, 2007, 03:57 PM
I like how this one turned out so, whatever Ill post a pic.

Cant exactly see everything in here, but Ill go with it and work on it a bit more.
http://i93.photobucket.com/albums/l42/selentic/cliff.jpg

Longshot
December 13th, 2007, 11:54 PM
I like how mine turned out.

Render:


http://i6.photobucket.com/albums/y213/SheepLicker/cliff_01.png


Viewport:

http://i6.photobucket.com/albums/y213/SheepLicker/cliff_02.png

I just need to add some smoothing groups to it and it should look fairly nice.

When I get some time I'm gonna draw a top-down view of a plan and try to map it out, hopefully it'll look ok.

By the way, I created some quick geometry for the ground by cutting them in Vertex mode, is this the correct method for creating geometry for the ground?

Here's a pic.

http://img267.imageshack.us/img267/1048/cliff03mq7.th.jpg (http://img267.imageshack.us/my.php?image=cliff03mq7.jpg)

n00b1n8R
December 14th, 2007, 04:23 AM
needs moar random and less rectangles.

Tweek
December 14th, 2007, 05:36 AM
needs moar random and less rectangles.
needs less bullshit and more skillz

n00b1n8R
December 14th, 2007, 07:45 AM
I know what I like and I'd like some more detail.

He asked, I said, fuck off and mind your own business.

Corndogman
December 14th, 2007, 10:44 AM
Hey guys, i was wondering if anyone has some tips for making cliffs at larger scale. I'm working on a map that is going to have lots of cliffs in it and they need to be fairly tall. The map is rather large so I'm trying to keep the cliffs as low poly as possible but still looking good. any help is much appreciated.

Con
December 14th, 2007, 10:52 AM
Taller cliffs tend to be flatter and straighter, but there's many different kinds of cliffs. Do some Google image searching.

Corndogman
December 14th, 2007, 12:02 PM
Thanks for the advice Conscars i will do that. I'll show some pics of what i come up with if i can get anything good.