
UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 28, 2011 07:06 PM
Msg. 1 of 9
Not bad but you should remove those bevels on the left cliff, or make the transition more smooth. They look odd just jutting out like that.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 28, 2011 07:09 PM
Msg. 2 of 9
Maybe instead of those bevels/extrudes, you could boolean in really tall boulders.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 28, 2011 08:03 PM
Msg. 3 of 9
Who in the world actually uses that piece of crap tool boolean?? 
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anonymous_2009
Joined: Jun 13, 2009
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Posted: Mar 28, 2011 08:25 PM
Msg. 4 of 9
Boolean is crap for anything tbqh. It just makes a mess in your mess, it's much easier to cut the shape out as you have full control over where verts are put.
That mesh looks pretty good, look at real life examples though too, notice that cliffs such as you have probably wouldn't just drop, they would have a smooth edge with more rocks ect... Unless of course it is a cliff edge near the sea, where waves would smash at rocks and make them collapse leaving a sudden drop on the cliff.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 28, 2011 09:04 PM
Msg. 5 of 9
Well, I'm so damn sorry for suggesting it then. If you can follow the sealed world rules, I think boolean is pretty useful for rocks and stuff. It's not like blindly combining two things... you still need to know how to mesh model.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Mar 29, 2011 10:33 AM
Msg. 6 of 9
You could shift+move edges to extend edges, and then move the verts around, target weld those extrudes, etc. Beats manually making faces, I think. Sometimes for craters and stuff I make a geosphere and apply some noise modification to it, then align it up with the environment so that when it is subtracted from the terrain, you get a rocky crater at the scale that you want. I'd like to know some more techniques and tricks like these as well, so this is a good thread. Preferably tips that are applicable.
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UnevenElefant5
Joined: May 3, 2008
its been fun yall, i'll never forget this site :')
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Posted: Mar 29, 2011 05:29 PM
Msg. 7 of 9
I'm going to agree with Slappy. Most of my time modelling is spent adjusting vertices after using Shift to extrude edges in editable poly mode. It's a lot faster than manually creating the vertices and it gives you about the same amount of control, but removes the time consuming aspect of creating faces.
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Higuy
Joined: Mar 6, 2007
@lucasgovatos
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Posted: Mar 29, 2011 07:20 PM
Msg. 8 of 9
I find the best way to make terrain is to start off with a basic shape for your level, then go in and use the cut tool to create many vertices and edges, then using the vertex weld/collapse tool to optimize, then mess with the vertex location to make it how I want, then repeat the process till I'm done.
Ground is normally pretty smooth, like grass, snow, sand, etc. while rock is normally pretty edgy and has alot of cracks and small crevices. Cliffs aren't smooth, its very unrealistic.
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ally
Joined: Jun 23, 2010
Aye Ready
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Posted: Mar 30, 2011 06:56 PM
Msg. 9 of 9
yeah i know i need to decrease the brightness of the omni lights but,here's what i've been working on for the past while... as you can see it's no where near complete but,i'm working on it.
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