Recently I've been looking at some of my older showcases, when I came across a jungle terrain I once did which had a cave hidden behind a waterfall: we all know the trope. Going from that, this week's theme is "Waterfall Cave", where I'd like you guys to also hide a cave behind a waterfall. It's a good exercise for practicing with doodad sizes, and I'm curious to see how well you'll all do. Of course it does not have to be a jungle terrain like in my showcase; if you want to hide a cave behind a lavafall, go for it!
I think there is one in the editor's doodad as a shape, but it does not have transparency by itself. You would have to use triggers with like create actor and set its actor transparency there.
Wow this is awesome. Another fabulous terrain by wargirl :P The addition of Zeratul give the whole picture a scale... I very like the reflection with all the rocks around.. It looks like a place where you could make a cinematic lol Very well done!
I really like the looks of that, but there's two things:
1. On the first picture, there's a power generator standing in the river. This doesn't make any sense whatsoever to me.
2. I can't see from the main picture showing the area what the hidden cave looks like. This is technically great, but it makes it harder for us to look at your terrain in general. Perhaps you can post two pictures, one with waterfall doodads and one without, so we can see how the tunnel goes over into the research facility?
Wow, Another epic terrain for this week. Only few things tickles me...
In Picture 1, if you look only at the waterfall, it looks huge and nice. But if you step back a bit and include the cliffs and trees, it starts to feel a bit weird. Then you step back even more and add the bridge and the road and you mind blows. At first it felt like the waterfall was big, and when you look at the bridge (a reference to something everyone knows that leads to the scale of a car) and then look at the tree and the waterfall... So the trees are huge and the waterfall is somewhat small. Also, the water on low ground has no sunshine waves or hard mesh movement... I don't know but, a waterfall usually creates waves.
On the good side, I like the entrance in the mountain. That looks really good, from this angle at least. I very like too the fog above the far far water and the huge rock with reflection adding to the perspective faking endless water. Maybe the cables add to cutting that too so we don't see the map bounds.
Picture 2. the idea is great but the render suck. Playing with scale like you did often creates this kind of close view on big scaled object, in this case, waterfall. At this zoom, they look ugly and unrealistic. Having the Karak helps focussing on something and forgetting about the rest... i wonder if playing with the field of view to focus on the karak and have the waterfall more blured would make it better. But even there, it would not be logical, never you will look at a far object and having other far object be blured. It's usually when focussing on far object that close ones are blured and vice versa. Not both on far or both on close view.
Picture 3. It's not telling much more than picture 2. All we barely see is a somewhat metal wall in the far background behind another big scaled waterfall. It feels a little bit too much uni-color, there is no focal point like the Karak in picture 2.
Picture 4. I'm not sure where I'm looking at, of course after some time looking at the picture you understand that its under the waterfall, but eh it could be somewhere else. I very like how you feel the deep laboratory view... There are multiple walls and doodads that creates a very good and working perspective.
Picture 5. I very like the interior. Well made. At this zoom, the cliffs are enough detailled to not put many doodads on them. Everywhere you look there is something. I like the decals on the ground, except the ones that goes on the terrain object doodad in the middle... it feels like the guy who painted the lines failed miserably haha. It's somehow usually easier to fill in very small parts of a terrain, than trying to fill a large map with large doodads.
So overall, it looks very awesome, but the waterfall or the lab should be slightly scaled differently or use some camera property to remedy to the big scaled doodad with poor textures.
Cameras are great tools. If you look at any TV program, any, you will always see something, what you should be looking at is clear, the rest is generally blured. Also, if you make cinematic, just like TV, the movement of the camera will lead the eyes of the person who is watching. If it's going up, the person will look slightly more up to find what new visual information will appear. If it's going right, the person will look right. If it's static, the person will look around or in the middle. Add in the field of view effect and it will be like going to the cinema. :D
I tried to get the Karak to look less blured, but it would take some more time figuring out the 'best' field of view. But it gives an idea for the waterfall to look less sharp and poorly textured when they are blured.
Well, looking at it... it's really too thick field of view. But whatever xD
I added 3 different camera field of view set up. Try to see on what I made the focus... it should be easy.
And there are some cool angles Cacho could have used. ;)
To solve the size incoherence issue I would just have to add a car to the road, and a civilian next to the tree, and the waterfall would look gigantic again. About the bottom of the waterfall, I could've added more rapids and fog doodads. The water movement should still be lower than in the top, since it's deeper and the water reduces its violence once it falls there.
I recognize that I haven't spent much time in the cameras, I've just made a secuence of something entering the cave.
Weekly Terraining Exercise #191
Hello again terrainers!
Recently I've been looking at some of my older showcases, when I came across a jungle terrain I once did which had a cave hidden behind a waterfall: we all know the trope. Going from that, this week's theme is "Waterfall Cave", where I'd like you guys to also hide a cave behind a waterfall. It's a good exercise for practicing with doodad sizes, and I'm curious to see how well you'll all do. Of course it does not have to be a jungle terrain like in my showcase; if you want to hide a cave behind a lavafall, go for it!
Good luck and have fun!
The Global Information/Idea thread for Terraining Exercises can be found here: http://www.sc2mapster.com/forums/development/terrain/14658-terraining-exercises-global-information-idea-thread/
I just realized that I haven't done any mapping since WTE 167.
So I decided this was an interesting enough concept to shake off some rust and throw together a quick terrain.
Not very original, but I just love Zerus doodads too much.
@Telthalion: Go
One thing is missing... A big RAINBOWWWWWW lolz.
Working on projects:
@Scbroodsc2: Go
You joke but that would look really good though. Has anyone ever tried to make a rainbow in sc2?
@JacktheArcher: Go
I think there is one in the editor's doodad as a shape, but it does not have transparency by itself. You would have to use triggers with like create actor and set its actor transparency there.
Working on projects:
@Scbroodsc2: Go
Meh that one looks to cartoony and nothing like a real rainbow in my opinion. Idk maybe if someone spent enough time with it.
Ice cave it has water fall if you look in the back
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
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@wargirlwargirl: Go
In soviet Russia, waterfall is put IN CAVE!
@wargirlwargirl: Go
Wow this is awesome. Another fabulous terrain by wargirl :P The addition of Zeratul give the whole picture a scale... I very like the reflection with all the rocks around.. It looks like a place where you could make a cinematic lol Very well done!
Working on projects:
Challenge accepted!
EDIT: HD images now
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@Cacho56: Go
I really like the looks of that, but there's two things:
1. On the first picture, there's a power generator standing in the river. This doesn't make any sense whatsoever to me.
2. I can't see from the main picture showing the area what the hidden cave looks like. This is technically great, but it makes it harder for us to look at your terrain in general. Perhaps you can post two pictures, one with waterfall doodads and one without, so we can see how the tunnel goes over into the research facility?
They supose to be watermills. I guess that they didn't achieve the effect.
I'I'm adding a top-view with and without doodads.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
@Mozared: Go
lol
@Scbroodsc2: Go
lol thank you although i dont know anything about cameras and cinematic thats a dark territory for me that im yet to conquer.
Marie T. Freeman If you're too busy to give your neighbor a helping hand, then you're just too darned busy. https://www.facebook.com/wargirlmaps.maps
Spread the love join DISCORD
https://discord.gg/Jtzt8Su
@Cacho56: Go
Wow, Another epic terrain for this week. Only few things tickles me...
In Picture 1, if you look only at the waterfall, it looks huge and nice. But if you step back a bit and include the cliffs and trees, it starts to feel a bit weird. Then you step back even more and add the bridge and the road and you mind blows. At first it felt like the waterfall was big, and when you look at the bridge (a reference to something everyone knows that leads to the scale of a car) and then look at the tree and the waterfall... So the trees are huge and the waterfall is somewhat small. Also, the water on low ground has no sunshine waves or hard mesh movement... I don't know but, a waterfall usually creates waves.
On the good side, I like the entrance in the mountain. That looks really good, from this angle at least. I very like too the fog above the far far water and the huge rock with reflection adding to the perspective faking endless water. Maybe the cables add to cutting that too so we don't see the map bounds.
Picture 2. the idea is great but the render suck. Playing with scale like you did often creates this kind of close view on big scaled object, in this case, waterfall. At this zoom, they look ugly and unrealistic. Having the Karak helps focussing on something and forgetting about the rest... i wonder if playing with the field of view to focus on the karak and have the waterfall more blured would make it better. But even there, it would not be logical, never you will look at a far object and having other far object be blured. It's usually when focussing on far object that close ones are blured and vice versa. Not both on far or both on close view.
Picture 3. It's not telling much more than picture 2. All we barely see is a somewhat metal wall in the far background behind another big scaled waterfall. It feels a little bit too much uni-color, there is no focal point like the Karak in picture 2.
Picture 4. I'm not sure where I'm looking at, of course after some time looking at the picture you understand that its under the waterfall, but eh it could be somewhere else. I very like how you feel the deep laboratory view... There are multiple walls and doodads that creates a very good and working perspective.
Picture 5. I very like the interior. Well made. At this zoom, the cliffs are enough detailled to not put many doodads on them. Everywhere you look there is something. I like the decals on the ground, except the ones that goes on the terrain object doodad in the middle... it feels like the guy who painted the lines failed miserably haha. It's somehow usually easier to fill in very small parts of a terrain, than trying to fill a large map with large doodads.
So overall, it looks very awesome, but the waterfall or the lab should be slightly scaled differently or use some camera property to remedy to the big scaled doodad with poor textures.
Working on projects:
@wargirlwargirl: Go
Cameras are great tools. If you look at any TV program, any, you will always see something, what you should be looking at is clear, the rest is generally blured. Also, if you make cinematic, just like TV, the movement of the camera will lead the eyes of the person who is watching. If it's going up, the person will look slightly more up to find what new visual information will appear. If it's going right, the person will look right. If it's static, the person will look around or in the middle. Add in the field of view effect and it will be like going to the cinema. :D
I tried to get the Karak to look less blured, but it would take some more time figuring out the 'best' field of view. But it gives an idea for the waterfall to look less sharp and poorly textured when they are blured.
Well, looking at it... it's really too thick field of view. But whatever xD
I added 3 different camera field of view set up. Try to see on what I made the focus... it should be easy.
And there are some cool angles Cacho could have used. ;)
Working on projects:
@Scbroodsc2: Go
To solve the size incoherence issue I would just have to add a car to the road, and a civilian next to the tree, and the waterfall would look gigantic again. About the bottom of the waterfall, I could've added more rapids and fog doodads. The water movement should still be lower than in the top, since it's deeper and the water reduces its violence once it falls there.
I recognize that I haven't spent much time in the cameras, I've just made a secuence of something entering the cave.
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!