[article] Better looking buildings

[article] Better looking buildings

Re: [article] Better looking buildings Posted by Ferret on Thu Jul 8th 2004 at 1:26pm
Ferret
427 posts
Posted 2004-07-08 1:26pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
This is a discussion topic for the article "Better looking buildings" by Ferret which can be found here

Article description:

Using angles to make better looking cities and towns
Loading embedded content: Article #86
Re: [article] Better looking buildings Posted by Forceflow on Thu Jul 8th 2004 at 2:16pm
Forceflow
2420 posts
Posted 2004-07-08 2:16pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Another good ferret tutorial.
Re: [article] Better looking buildings Posted by 7dk2h4md720ih on Thu Jul 8th 2004 at 9:46pm
7dk2h4md720ih
1976 posts
Posted 2004-07-08 9:46pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Re: [article] Better looking buildings Posted by G.Ballblue on Fri Jul 9th 2004 at 6:57pm
G.Ballblue
1511 posts
Posted 2004-07-09 6:57pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Gah. Making buildings on a diagonal angle? EVIL! the amount of cliping and slicing the mapper would have to do to line a road up perfectly with the buidlings would be insane.

Good building tut :)
Re: [article] Better looking buildings Posted by Ferret on Fri Jul 9th 2004 at 7:14pm
Ferret
427 posts
Posted 2004-07-09 7:14pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Really it isn't that hard to get roads to line up. Shall I make more to the tutorial to prove this?
Re: [article] Better looking buildings Posted by G.Ballblue on Sat Jul 10th 2004 at 2:25am
G.Ballblue
1511 posts
Posted 2004-07-10 2:25am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I don't doubt that it is easy for them to line up :) but if you made, for instance, a very very long (emphasis on LONG) highway with buildings on the side, naturally you will want to change the size\shape\color of the building, and therefore need a new object. If your buildings does not line up with the road, you will need to slash it in order to do so (helps to work on 1 unit grid ) :|
Re: [article] Better looking buildings Posted by Ferret on Sat Jul 10th 2004 at 2:43am
Ferret
427 posts
Posted 2004-07-10 2:43am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Please I work in 8 unit grid for my buildings and 4 unit for detail. There is no need to go below 4 units ever unless you are doing overlays or some serious angle work.
Re: [article] Better looking buildings Posted by Dietz on Sat Jul 10th 2004 at 9:13am
Dietz
101 posts
Posted 2004-07-10 9:13am
Dietz
member
101 posts 50 snarkmarks Registered: Mar 15th 2002 Location: Texas
Looks a lot like something I once made...
Re: [article] Better looking buildings Posted by parakeet on Sat Jul 10th 2004 at 3:09pm
parakeet
544 posts
Posted 2004-07-10 3:09pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
Roads arent hard to line up = / vertex manipulation anyone?
Re: [article] Better looking buildings Posted by Paladin[NL] on Sat Jul 10th 2004 at 5:40pm
Paladin[NL]
157 posts
Posted 2004-07-10 5:40pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
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...
Re: [article] Better looking buildings Posted by Ferret on Sat Jul 10th 2004 at 8:30pm
Ferret
427 posts
Posted 2004-07-10 8:30pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
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.
Re: [article] Better looking buildings Posted by 7dk2h4md720ih on Sun Jul 11th 2004 at 2:57am
7dk2h4md720ih
1976 posts
Posted 2004-07-11 2:57am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
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.
Re: [article] Better looking buildings Posted by Ferret on Sun Jul 11th 2004 at 7:21am
Ferret
427 posts
Posted 2004-07-11 7:21am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
Hey man, I put the tutorial up here for other people's help, not for the rating. but thx for the vote of confidence :)
Re: [article] Better looking buildings Posted by Yak_Fighter on Sun Jul 11th 2004 at 8:00am
Yak_Fighter
1832 posts
Posted 2004-07-11 8:00am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
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.
Re: [article] Better looking buildings Posted by 7dk2h4md720ih on Sun Jul 11th 2004 at 5:54pm
7dk2h4md720ih
1976 posts
Posted 2004-07-11 5:54pm
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Jesus, why don't you give him a handjob while you're at it Yak... :D Sorry. I know you didn't write it for the rating Ferret, but people take higher rated tutorials more seriously.
Re: [article] Better looking buildings Posted by Atrocity on Mon Jul 12th 2004 at 1:04am
Atrocity
221 posts
Posted 2004-07-12 1:04am
Atrocity
member
221 posts 152 snarkmarks Registered: Sep 1st 2003 Occupation: Level Designer/Student Location: Toronto Ohio
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.
Re: [article] Better looking buildings Posted by ReNo on Mon Jul 12th 2004 at 2:41pm
ReNo
5457 posts
Posted 2004-07-12 2:41pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Useful tutorial, top marks :) What will you be mapping for with 3DSM Atrocity?
Re: [article] Better looking buildings Posted by siron on Fri Jul 16th 2004 at 5:20am
siron
45 posts
Posted 2004-07-16 5:20am
siron
member
45 posts 25 snarkmarks Registered: Jun 14th 2004
Very nice, but what kind of roof would you put on this baby?
Re: [article] Better looking buildings Posted by ReNo on Fri Jul 16th 2004 at 1:20pm
ReNo
5457 posts
Posted 2004-07-16 1:20pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Most likely a flat one, though if you wanted an angled one there is no reason why you couldn't do so.
Re: [article] Better looking buildings Posted by Ferret on Sun Jul 18th 2004 at 12:36am
Ferret
427 posts
Posted 2004-07-18 12:36am
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
I could write a tutorial on roofs too if you really wanted lol
Re: [article] Better looking buildings Posted by matt on Sat Jul 31st 2004 at 5:54pm
matt
1100 posts
Posted 2004-07-31 5:54pm
matt
member
1100 posts 246 snarkmarks Registered: Jun 26th 2002 Occupation: Student! Location: Edinburgh
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.
Re: [article] Better looking buildings Posted by ReNo on Sun Aug 1st 2004 at 1:53pm
ReNo
5457 posts
Posted 2004-08-01 1:53pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
Re: [article] Better looking buildings Posted by Campaignjunkie on Sun Aug 1st 2004 at 8:36pm
Campaignjunkie
1309 posts
Posted 2004-08-01 8:36pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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.
Re: [article] Better looking buildings Posted by DaanO on Sat Aug 7th 2004 at 1:41am
DaanO
15 posts
Posted 2004-08-07 1:41am
DaanO
member
15 posts 12 snarkmarks Registered: Aug 6th 2004 Occupation: Art School student :) Location: Eindhoven, Holland
I usually map at 4-8, going down to 2 for most details. I also tend to use the alt button quite a bit
Re: [article] Better looking buildings Posted by Myrk- on Wed Aug 25th 2004 at 1:59pm
Myrk-
2299 posts
Posted 2004-08-25 1:59pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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
Re: [article] Better looking buildings Posted by Goldstandard on Sat Jan 1st 2005 at 11:48pm
Goldstandard
2 posts
Posted 2005-01-01 11:48pm
2 posts 0 snarkmarks Registered: Dec 25th 2004
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.
Re: [article] Better looking buildings Posted by n3gs on Mon Apr 18th 2005 at 5:34pm
n3gs
5 posts
Posted 2005-04-18 5:34pm
n3gs
member
5 posts 1 snarkmarks Registered: Jan 8th 2005 Location: Canada
I can make sexy buildings now! :D I think this was enough to spark my imagination.

Great tutorial!

Now I know what I'm doing after my final today. :P