Snarkpit Articles


Quick and Easy Rock Formations




Ok, I?m gonna run through my process for creating interesting rock formations.

Before you can make nice rocks, you first need to look at real rock formations and get an understanding of what makes them interesting. Google images is your friend, and you will find hundreds of reference photos with ease, if you search.

I?ve got a photo here that I?m using to, illustrating the most important aspects of rock formations ? their silhouette.




This is the vital piece of information that you want to capture in your rock shapes. A strong and interesting silhouette is the foundation for your rocks, and will make them feel organic.

Just to throw in a little compositional theory: creating shapes that move your eye around the image (be it a still photo or momentary screen capture), is a large part of creating good composition. This applies to still images and moving pictures alike. The silhouette in the previous picture guides your eye up and over the form, with interesting detail along the way.

This may seem like overkill when dealing with a few rocks, but if you can apply these sensibilities to every aspect of your map, thinking of it as a series of interesting compositions ? you can take your environment a much higher artistic level.

So, now that I have some basic inspiration and reference for my rock formation, how do I build it? Well, this is actually very simple. I don?t call this ?quick and easy' for nothing. Here?s what I generally do:

Create a single brush, sized accordingly (I usually start with the largest part of my rock formation, so this brush might be 128/128 or 256/256). Turn this cube into a displacement surface, with 2 iterations (Its way easier to bang out the form with a low resolution displacement).



Tweak this displacement surface, so that you get a nice organic rock shape. This is why you want the lowest resolution displacement ? much easier to tweak the points and get a nice shape.



Now, once you have one good looking rock? duplicate it! Take this copy and scale it down to create the staggered sibling rocks for your formation.



Continue this process until you have created the nice solid form you were shooting for with your rocks. The point is to capture the general shape.







Don?t be afraid to push and pull these shapes a good bit. I usually scale them non-uniformally and rotate them on the Z axis, so that each shape feels somewhat different and they aren?t obvious clones of each other. Also, don?t be afraid to push displacement surfaces into each other. I do this all the time, and it works great. This is something that other games do frequently ? creating basic models and pushing them into each other to create shapes. Since our world geometry has to be very precise, HL mappers aren?t used to this concept, but it can be done with displacements with no ill effects (as far as I know). Also, the beauty of displacement surfaces is that they actually render very cheap (but are heavy on the bsp filesize). I have found that you can usually afford to go a little further with displacements than you may think, without it effecting framerate.

Once you have created the basic rock shape, you can then take your time refining and cleaning it up. Bump up the displacement resolution and sculpt the rocks a little more. Delete any back or ground face displacements that the player wont ever see. Also, for the sake of efficiency, I usually clip my rocks at the ground plane, and clip away any large chunks that cant be seen, like the portion of the small rocks push into the center of the large central rock.



And that?s about it. You?d be surprised how quickly you can make decent rocks with this method.

Here's a link to the vmf flie, for anyone who wants it. http://www.duncanmoore.org/downloads/snarkpit/rockTutorial.zip


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Discussion
0 starsPosted by **Dedi** on Tue Jan 19th 2010 at 2:55pm

Oh great little tut!! I'm in the process of making a very 'cliffy' map and I came to the Articles page to see any good ideas, and this was pretty good. I never thought of duplicating a rock and mixing them up. Very good!
0 starsPosted by tnkqwe on Sat Oct 27th 2007 at 6:55am

Nise i like it
0 starsPosted by Flynn on Fri Jan 5th 2007 at 10:26am

0 starsPosted by DrGlass on Tue Jan 3rd 2006 at 10:52pm

Very nice! I am always scared to pass brushes through each other like that. I'd like to see some stronger proof that there are no real ill effects when you mix displacements (though I am pretty sure your right).

Also your "compositional theory" doesn't explain much about composition theory at all, and I'd venture to guess that anyone who doesn't already know how composition in 2d/3d space works they wont understand what your talking about. composition theory is a tutorial in its self, no big deal really.

I also agree that some in-game shots of this technique in action would help show people what is possible with it.
0 starsPosted by Underdog on Fri Dec 9th 2005 at 4:31pm

I am awful at rocks. My first inclination is to always drool over a new tutorial.
I see no reason to alter that habit now.
0 starsPosted by Addicted to Morphine on Mon Dec 5th 2005 at 7:14pm

Thanks for puting this up Finger, I've been looking forward to a good cliff tutorial. Is this the same method you used for the smooth rock formations seen in Icepick?

Also, would this method work well for creating natural cliff boundaries for maps? Or is there a better method for walling off the level with cliffs?

I agree with all of ReNo's points. I'd like to see some shots of the rocks in game, or at least deselected in Hammer. Thanks!
[author]
Posted by Finger on Mon Dec 5th 2005 at 6:14pm

Hah...well, it was also constructed very 'quick and easy'. Maybe I will take a little time to spice it up. Thanks Reno.
0 starsPosted by ReNo on Mon Dec 5th 2005 at 5:25pm

A nice quick and dirty approach, and by the looks of Broken Palace, one that can get lovely results. Could possibly have benefited from a more elaborate or grand final result (you possibly sell the technique short a little with a rather boring and dumpy little outcrop here smiley), and a screenshot either in game or non-selected in hammer so as to see it without the red masking, but good nonetheless.
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