View Full Version : good cliffs
spookers622
July 19th, 2007, 06:10 PM
i was wondering how to make good-looking cliffs if you used a heightmap. A normap doesnt seem to work to well which i'm pretty sure is because my cliffs are too square and are basically a zig-zag pattern along the edge from a bird's eye view.
Con
July 19th, 2007, 09:08 PM
If I were you, I wouldn't use a height map.
If you insist, then to make them look better you just need to put in a little effort to move the vertices out of that grid pattern or better yet simplify the cliffs along their length so they're comprised of less vertical sections, then add detail.
Vicky
July 20th, 2007, 08:17 AM
Adding some noise (with fractal) can give fairly nice effects too.
thehoodedsmack
July 20th, 2007, 08:19 AM
I find that nurbs surfaces make nice cliffs. But there's usually a lot of cleanup after converting it to an editable poly/mesh etc.
spookers622
July 20th, 2007, 08:43 AM
thnx, i appreciated the input. I would redo the cliffs completely, buti have tunnels and stuff going through them already. The reason i used heightmap in the first place ws to get the basic shape of the cliffs (noticable from a bird's eye view) easily.
jngrow
July 20th, 2007, 08:48 PM
a combination of soft selection and noise, well, at least thats how i do it.
spookers622
July 28th, 2007, 01:04 PM
If I were you, I wouldn't use a height map.
whatd you use in valhalla? extrude? attached seperate object? NURBS surfaces? creating faces?
Con
July 28th, 2007, 01:15 PM
Maya is more akin to sculpting/box modeling/subdiv modeling, so that's how I made my cliffs. Initially, my terrain for the level was a 10 sided cylinder with the sides as the cliffs. I just kept cutting the faces and moving verts until I had the desired detail level. It's what I do with all my cliffs, whether the flat surface begins as a primitive or an edge extruded a few times along my cliff line.
spookers622
July 28th, 2007, 01:52 PM
o i have a free version of maya. i havent used it yet but i will now... of the maps ive seen, a lot dont have great cliffs; i think you should make a tutorial to show people to go beyond the limits of 3ds max.
Con
July 28th, 2007, 01:53 PM
You can do the same with 3ds max, I just find it harder to use.
spookers622
July 28th, 2007, 02:02 PM
not too keen on making a tutorial lol?
Con
July 28th, 2007, 04:13 PM
Maybe I'll make a tutorial later.
Chewy Gumball
July 28th, 2007, 05:06 PM
The method of modeling doesn't have much to do with the program used. Only the tool names, layout and option names would be different. With an obvious exception being zbrush/mudbox. Not going to be doing multi million poly sculpting in max/maya very much.
soccerbummer1104
July 29th, 2007, 12:12 AM
yea.. ive found that even with a pretty darn good computer such as mine max even starts to super lag once i get over 200k pollys. zbrush tends to handle it much better though.
Llama Juice
July 29th, 2007, 03:00 AM
Why would you need over 200K polys?......
spookers622
July 29th, 2007, 01:20 PM
to look good lol, that's what normal maps are for
jahrain
July 30th, 2007, 08:49 PM
You can't apply a normal map to an entire level's cliff as they need to be tiled... The best method for cliff modeling is to create the basic shape of the map in a subdivided box, delete off the top cap of the box, and then subdividing and splitting polygons then moving around edges and vertecies to shape in details of the cliff.
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