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Thread: Cliff Modeling

  1. #61
    Could've Moved Mountains
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    Re: Cliff Modeling

    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.
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  2. #62
    Senior Member
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    Re: Cliff Modeling

    well the Optimize mod will make lowering the triangle count super easy, if only it worked the way i wanted every time.
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  3. #63

    Re: Cliff Modeling

    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?
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  4. #64
    chilango Con's Avatar
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    Re: Cliff Modeling

    Modifiers give you a place to start if they're put on a low poly mesh.
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  5. #65
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    Re: Cliff Modeling

    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
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  6. #66
    chilango Con's Avatar
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    Re: Cliff Modeling

    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.
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  7. #67
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    Re: Cliff Modeling

    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)
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  8. #68
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    Re: Cliff Modeling

    Quote Originally Posted by tehgrunt View Post
    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.
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  9. #69
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    Re: Cliff Modeling

    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
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  10. #70
    Senior Member Terror(NO)More's Avatar
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    Re: Cliff Modeling

    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
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