This week, your task is to use the Nova Sewers! As the ever brilliant Alevice put it "make a good looking shithole!" I'm excited to see your results—and I'm really, honestly going to do my best to actually make something this week, I promise.
Alright, this week I did not have any idea of what I wanted to do so I just go with the feeling I have. The result is sometimes cool, sometimes bad, but all in all, I always learn new stuff.
It ended up more as technical challenge than a good looking terrain. The idea was to create the underground of a city to see the sewer at the same time as what is above it, like roads and stuff.
It's a huge mix between, terrain heigh, terrain cells hiding, broken cliffs edging, invisible platform to make units spawn correctly above the hole, piping, textures, road splats that spawn on the broken edges because the hole use hidden cells which prevent roads from showing, water tilted, etc.
Overall, to me it feels incomplete and not so good, but I liked doing it still. There is an idea about all the dumb thing we just throw away in the water, the pollution (with the cars smoking exhausts), the broken piping in the ground leaking, etc.
Still under construction, but this WTE inspired me to make a one-off campaign mission that takes place inside a sewer! Some exciting stuff planned for this. Since it's extended by a week, I might post updates later on.
There are two ways of adding a skybox. One is using the field in the data editor under your terrain set for Background. The other is by creating a Doodad actor and setting its model to a skybox model and placing it as a doodad.
Both ways have different advantages. Personnaly I prefer the 2nd one as it's more customisable, tintable, tiltable, etc.
Agreed with Broods on the Skybox methodology, especially for scenes like this. You can place it exactly where you want. Maybe someone can make a tutorial of it?
Did another try, a little more like I first imagined the Sewer theme. Not the best terrain still, but overall fine. There are some cute things like fallen fences that adds alot to the atmosphere and the fog.
I finally made time to do a WTE. As usual, I only gave myself an hour, so there's definitely room for improvement, but I had fun making it. My original inspiration was the Midgar sewers from FFVII, which I attached.
Weekly Terraining Exercise #269
This week, your task is to use the Nova Sewers! As the ever brilliant Alevice put it "make a good looking shithole!" I'm excited to see your results—and I'm really, honestly going to do my best to actually make something this week, I promise.
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/ .
Also, check out Team Antioch's mapping reference, with all tiles, cliffs, and doodads at http://www.screference.op74.net/.
Alright, this week I did not have any idea of what I wanted to do so I just go with the feeling I have. The result is sometimes cool, sometimes bad, but all in all, I always learn new stuff.
It ended up more as technical challenge than a good looking terrain. The idea was to create the underground of a city to see the sewer at the same time as what is above it, like roads and stuff.
It's a huge mix between, terrain heigh, terrain cells hiding, broken cliffs edging, invisible platform to make units spawn correctly above the hole, piping, textures, road splats that spawn on the broken edges because the hole use hidden cells which prevent roads from showing, water tilted, etc.
Overall, to me it feels incomplete and not so good, but I liked doing it still. There is an idea about all the dumb thing we just throw away in the water, the pollution (with the cars smoking exhausts), the broken piping in the ground leaking, etc.
Working on projects:
More images.
Also, I streamed my work for those who wants to see the evolution of the terrain.
https://www.twitch.tv/videos/124649920
Working on projects:
First time doing one of these, figured I'd give it a shot. Spent a few hours screwing around with the nova doodads and this is what I came up with.
I'm going to extend this by a week, which is probably going to be the case for a while. I suspect many people are wrapped up in RTC entries.
First welcome, this looks good, well done. :)
Working on projects:
Still under construction, but this WTE inspired me to make a one-off campaign mission that takes place inside a sewer! Some exciting stuff planned for this. Since it's extended by a week, I might post updates later on.
My YouTube | My SoundCloud | My Twitter
Cool! :P
Working on projects:
I can't figure out how you guys put skyboxes in the background I wish I could do that as well.
There are two ways of adding a skybox. One is using the field in the data editor under your terrain set for Background. The other is by creating a Doodad actor and setting its model to a skybox model and placing it as a doodad.
Both ways have different advantages. Personnaly I prefer the 2nd one as it's more customisable, tintable, tiltable, etc.
Working on projects:
Agreed with Broods on the Skybox methodology, especially for scenes like this. You can place it exactly where you want. Maybe someone can make a tutorial of it?
Did another try, a little more like I first imagined the Sewer theme. Not the best terrain still, but overall fine. There are some cute things like fallen fences that adds alot to the atmosphere and the fog.
Working on projects:
I really like it. Very atmospheric. Great work!
My YouTube | My SoundCloud | My Twitter
I finally made time to do a WTE. As usual, I only gave myself an hour, so there's definitely room for improvement, but I had fun making it. My original inspiration was the Midgar sewers from FFVII, which I attached.
I really like the low lighting. There don't seem to be a lot of densely-packed details, which is nice, too. Feels very lifelike in a way. Good stuff!
My YouTube | My SoundCloud | My Twitter
I would see that as a Zombie map terrain :P
Working on projects: