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 ReNo on Mon Jul 12th 2004 at 2:41pm

Useful tutorial, top marks smiley What will you be mapping for with 3DSM Atrocity?
0 starsPosted by Atrocity on Mon Jul 12th 2004 at 1:04am

Very nice ferret Nothing wrong with making roads differently. I use 1 unti grid 64 units to a cube. Its the way Ive always mapped. Im in college now I will be getting 3dsm soon So I will be mapping with it.
0 starsPosted by 7dk2h4md720ih on Sun Jul 11th 2004 at 5:54pm

Jesus, why don't you give him a handjob while you're at it Yak... smiley Sorry. I know you didn't write it for the rating Ferret, but people take higher rated tutorials more seriously.
0 starsPosted by Yak_Fighter on Sun Jul 11th 2004 at 8:00am

I'm going to help stem the tide of stupidity by saying nice work Ferret, you've made a useful tutorial that may help people break out of the habit of constantly making square buildings. Encouraging people to use more complicated construction methods will help them in the long run become better mappers. Plus you can use methods learned in this tutorial and apply them to all sorts of different situations.
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Posted by Ferret on Sun Jul 11th 2004 at 7:21am

Hey man, I put the tutorial up here for other people's help, not for the rating. but thx for the vote of confidence smiley
0 starsPosted by 7dk2h4md720ih on Sun Jul 11th 2004 at 2:57am

Or we could just steal your methods and go places that way. It's unfortunate when people rate tutorials lower that they deserve due to their own ignorance.
[author]
Posted by Ferret on Sat Jul 10th 2004 at 8:30pm

Guys it isn't really that hard. I was going to add it to the tutorial later but I'm just going to jump to it now. You take the building, you duplicate it holding shift. Line up the verteces of the new building with the old one, and scale it down to 8 units tall. Then you take your clipping tool and clip it properly. You have yourself a sidewalk. Simply repeat to get a road. You guys need to be creative with methods or you wont get anywhere.
0 starsPosted by Paladin[NL] on Sat Jul 10th 2004 at 5:40pm

The effect you get with this way of building is superior to others, only drawback is that you'lle have to line-up roads and sidewalks aswell which could take a lot of time and if you just place a square block underneath it, r-speeds will go beserk 'cause of clipping...
0 starsPosted by parakeet on Sat Jul 10th 2004 at 3:09pm

Roads arent hard to line up = / vertex manipulation anyone?
0 starsPosted by Dietz on Sat Jul 10th 2004 at 9:13am

Looks a lot like something I once made...
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