OM map design tutorial
#1
Posté 08 mai 2013 - 06:50
#2
Posté 09 mai 2013 - 07:04
Modifié par rjshae, 09 mai 2013 - 07:08 .
#3
Posté 09 mai 2013 - 08:52
500x300http://1.bp.blogspot.com/-3GszfXYNOkE/UYwMKtpt4OI/AAAAAAAABVE/7c4eeYr85W0/s1600/test_om.jpg[/img]
The custom vfx of the map allows me to trace. It also looks neat by itself.
Modifié par kamal_, 09 mai 2013 - 08:53 .
#4
Posté 10 mai 2013 - 12:16
#5
Posté 10 mai 2013 - 12:24
Modifié par DannJ, 10 mai 2013 - 12:27 .
#6
Posté 10 mai 2013 - 12:39
#7
Posté 10 mai 2013 - 02:59
#8
Posté 10 mai 2013 - 11:33
Nah, that's just the regular textures stretched due to the vertical face. I've blacked out the bottom but haven't carefully blacked out the vertical sides yet.Tchos wrote...
For the purpose of tracing a landscape's layout with actual terrain, blurry would be fine. I thought what I was seeing on the edges in that picture were parts of the VFX stretching down vertically on the sides, so I thought it might have been some kind of top projection, which would make it possible to keep the template visible while sculpting higher terrain.
#9
Guest_Iveforgotmypassword_*
Posté 10 mai 2013 - 02:30
Guest_Iveforgotmypassword_*
#10
Posté 10 mai 2013 - 05:07
No such thing. I do not have a project currently, just exploring different things when I feel like it.Iveforgotmypassword wrote...
Go on then kamal spill the beans. Has the lure of the toolset dragged you back in and you're creating an assassin mod ?
#11
Guest_Iveforgotmypassword_*
Posté 10 mai 2013 - 07:25
Guest_Iveforgotmypassword_*
#12
Posté 10 mai 2013 - 08:09
kamal_ wrote...
What I have so far. This is actually better than it was before.
500x300http://1.bp.blogspot.com/-3GszfXYNOkE/UYwMKtpt4OI/AAAAAAAABVE/7c4eeYr85W0/s1600/test_om.jpg[/img]
The custom vfx of the map allows me to trace. It also looks neat by itself.
Looks good. If I may offer a few, perhaps somewhat obvious observations based on my own experiences...
The sunken road approach works just as well for the OM; I go over the roads a few times with the Lower brush set to a few percent. I also like to mix up the city placeables rather than using all one style.
The grasslands I prefer to make almost completely hummocky with very gentle rises and descents; that makes it feel more like real terrain in the game. Plus I add a few scattered features like a boulder fields and the occasional farm. (Adding a shrunken fence to a farm building helps the flavor.) Mixing the grassy terrains and adding some colors would help eliminate that tiling pattern.
For the forests, I actually made the ground underneath a brownish mix of earth and moss. Adding clumps of grass around the bases of the tree trunk placeables really helps. Plus I throw in scaled down stumps and fallen trees.
For the rivers I use some scaled down fallen trees along sides, plus I add in a ford or two for player navigation. I used walkmesh cutters almost exclusively for the rivers and water bodies, rather than relying on the walk/no walk mesh. It seems to give nicer results.
My $.02 worth.
Modifié par rjshae, 10 mai 2013 - 08:15 .
#13
Posté 10 mai 2013 - 09:35
It's up to this:rjshae wrote...
kamal_ wrote...
What I have so far. This is actually better than it was before.
The custom vfx of the map allows me to trace. It also looks neat by itself.
Looks good. If I may offer a few, perhaps somewhat obvious observations based on my own experiences...
The sunken road approach works just as well for the OM; I go over the roads a few times with the Lower brush set to a few percent. I also like to mix up the city placeables rather than using all one style.
The grasslands I prefer to make almost completely hummocky with very gentle rises and descents; that makes it feel more like real terrain in the game. Plus I add a few scattered features like a boulder fields and the occasional farm. (Adding a shrunken fence to a farm building helps the flavor.) Mixing the grassy terrains and adding some colors would help eliminate that tiling pattern.
For the forests, I actually made the ground underneath a brownish mix of earth and moss. Adding clumps of grass around the bases of the tree trunk placeables really helps. Plus I throw in scaled down stumps and fallen trees.
For the rivers I use some scaled down fallen trees along sides, plus I add in a ford or two for player navigation. I used walkmesh cutters almost exclusively for the rivers and water bodies, rather than relying on the walk/no walk mesh. It seems to give nicer results.
My $.02 worth.
500x300http://3.bp.blogspot.com/-C6qPH2aV3q8/UY1nqdGk3KI/AAAAAAAABVs/JhOEWNYZsbU/s1600/test_om.jpg[/img]
The cities are simple placeholders so I know where they are. It's those texturing/coloring/terrain tips I can use. And yes, I walkmesh cuttered the water.
#14
Posté 10 mai 2013 - 11:53





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