Snarkpit Articles


This tutorial will be more of a theory base exercise in which you will use your head to create better more clean brushwork when creating cityscapes, though of course you can apply this to other areas of world building. So to begin with we'll start with the 45 degree building.

Forty Five Degrees, not the band



First I created a section of the building that is aligned to the grid. This will simply help in some of the discussion for this article so it is not nesc. in your maps. As you can see I created a rather large brush 192 units tall. I will now use my clip brush in the next step.



As you can see I already cut a 45 degree angle to the side of the building. This will be the faces visible to the player. Next I took the same corner I cut from before and cut 2 down and 1 right. The reason I did not cut an exact 45 angle like the other edge is because then the building would be more abnormaly wide compared to other section of the building. This method also works well with walls/fences in maps.



Now I'm going to clean it up. I used vertex manipulation to connect all vertices and create a seamless building. I then shift dragged it up for the second floor. I did some adjustments and built onto the building to create something that looks semi neat for the 3 minutes I spent on it (lol). On a side note, using these angles with my texturing tutorial can be a very powerful combination.



Using the same ideas you can create clean brushes. Just know that to get a 90 degree angle you want to match your cuts. For instance if you wall goes 4 up and 1 over, than to create a 90 degree angle you need to select the corner and go 4 over and 1 down. I personaly stick to 2:1 ratio's with an occasional 4:1 ratio just to keep it clean but use the method that works best for you. Remember to keep your brushwork clean and you wont have leak issues. Also NEVER have one large brush under all these angled brushes. The compiling process will cut it up awkwardly and create lighting errors.

Here are some examples with some curved corner pieces. If you wonder why I made them seperate brushes, it is due to better texturing look for some nice pillar trims.



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Discussion
0 starsPosted by n3gs on Mon Apr 18th 2005 at 5:34pm

I can make sexy buildings now! smiley I think this was enough to spark my imagination.

Great tutorial!

Now I know what I'm doing after my final today. :P
0 starsPosted by Goldstandard on Sat Jan 1st 2005 at 11:48pm

I like this tutorial. Make more please! 8-D

I have heard people mentioning things about func_wall, not having one big brush under complicated brushes, to keep things optimised. I am a total newbie and even though I have learned a lot in the past few weeks (I have LOTS of free time.) I still don't know enough. Maybe a tutorial to explain that stuff would be nice.
0 starsPosted by Myrk- on Wed Aug 25th 2004 at 1:59pm

I don't see the point in making a sliced angle in the building brushes when they are not even visible, just makes more to worry about when you wanna stretch the other part out. Also seems a bit lacking to be honest- I looked at the tutorial expecting something more.

As for grid sizes I work with one of the large ones at first, but after a while I use grid size 1 or 2... :P
0 starsPosted by DaanO on Sat Aug 7th 2004 at 1:41am

I usually map at 4-8, going down to 2 for most details. I also tend to use the alt button quite a bit
0 starsPosted by Campaignjunkie on Sun Aug 1st 2004 at 8:36pm

I stay at around 16 units. 32 units when laying things out. I go down to as little as 1 unit for details. Minimum hallway height being 128 units, and doorways being 96 units high.
0 starsPosted by ReNo on Sun Aug 1st 2004 at 1:53pm

Depends on the circumstances, I change grid size frequently. If making significant geometry such as buildings, I'll keep it up at 16 or 32, but then if I'm making detail or working with angular geometry, I'll drop it to 8 or 4, or possibly even 2 if the circumstances require it.
0 starsPosted by matt on Sat Jul 31st 2004 at 5:54pm

Picking up on what was said earlier on, which do most ppl use, 8 or 4 grid, cos I usually just click 'make grid smaller' until its as small as can go.
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Posted by Ferret on Sun Jul 18th 2004 at 12:36am

I could write a tutorial on roofs too if you really wanted lol
0 starsPosted by ReNo on Fri Jul 16th 2004 at 1:20pm

Most likely a flat one, though if you wanted an angled one there is no reason why you couldn't do so.
0 starsPosted by siron on Fri Jul 16th 2004 at 5:20am

Very nice, but what kind of roof would you put on this baby?
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