double helix

double helix

Re: double helix Posted by parakeet on Mon Sep 5th 2005 at 3:09pm
parakeet
544 posts
Posted 2005-09-05 3:09pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
I want to have a double helix style thing going on around this tube , and i want it to look high quality.

http://www.arclan.net/cpg133/displayimage.php?album=lastup&cat=0&pos=0

heh really bad art, but you get the idea. the 2 lines spiraling around the tube is the kind of effect i want

Should i use vertex manipulation , displacement maps or a model ?
.else /me ~kill you
www.arclan.net
Re: double helix Posted by Junkyard God on Mon Sep 5th 2005 at 3:42pm
Junkyard God
654 posts
Posted 2005-09-05 3:42pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
model would be usefull but in some of the early snarkpit maps there were good examples of this kind of stuff using displacemnt maps witch looked realy great.

http://www.snarkpit.net/maps.php?game=HL2&mod=&sort=rating

tat's the one i found , there's maybe more but i looked on like 10 pages on the maps page so i'll call it a day :smile:
Hell, is an half-filled auditorium
Re: double helix Posted by parakeet on Mon Sep 5th 2005 at 3:52pm
parakeet
544 posts
Posted 2005-09-05 3:52pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
umm.. map name please, =, the link only gave me the list of maps

oh , and i'm not that good at modeling , but i could do it most likely
.else /me ~kill you
www.arclan.net
Re: double helix Posted by Junkyard God on Mon Sep 5th 2005 at 7:56pm
Junkyard God
654 posts
Posted 2005-09-05 7:56pm
654 posts 81 snarkmarks Registered: Oct 27th 2004 Occupation: Stoner/mucisian/level design Location: The Nether Regions
ooh lol, nooooooooo i searched all for nothing then ? >_< i'll have a look again, haha soryyy

[edit]

here ya go chap http://www.snarkpit.net/maps.php?map=1709 :smile: dm_platform by DVS
Hell, is an half-filled auditorium
Re: double helix Posted by Crono on Mon Sep 5th 2005 at 8:54pm
Crono
6628 posts
Posted 2005-09-05 8:54pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Why not use the arch tool with some modification?
Blame it on Microsoft, God does.
Re: double helix Posted by parakeet on Mon Sep 5th 2005 at 10:44pm
parakeet
544 posts
Posted 2005-09-05 10:44pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
well , i really would like it to be almost fluidly smooth . If the arch
tool can achieve this effect , i'll try it i might also have it spin
making it like its moving downward , i dont think that subdivision maps
can be parented to an entity , we'll see though
.else /me ~kill you
www.arclan.net
Re: double helix Posted by rs6 on Tue Sep 6th 2005 at 12:36am
rs6
640 posts
Posted 2005-09-06 12:36am
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640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
I would suggest using the arch tool and adding height to it, and you can form a pretty bad looking double helix. Then using that as a guide add some detail using displacements/clipping/brushes. That is how i would problay attempt it.

Models would be ideal if you can make it or get some one to make it.
Re: double helix Posted by Crono on Tue Sep 6th 2005 at 1:17am
Crono
6628 posts
Posted 2005-09-06 1:17am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Or, you could just vertex manipulate all the ends together, simular to the old way of making terrain. It should work well, just give a good height value. The only real problem you'll have is that all you want is the very end and once you make that you'll want to copy it.
Blame it on Microsoft, God does.
Re: double helix Posted by parakeet on Tue Sep 6th 2005 at 2:01am
parakeet
544 posts
Posted 2005-09-06 2:01am
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
yeh , i'm quite decent at vertex manipulation , i'm not sure if i can make it look smooth , but i'll give it a shot
.else /me ~kill you
www.arclan.net
Re: double helix Posted by Tracer Bullet on Wed Sep 7th 2005 at 9:00pm
Tracer Bullet
2271 posts
Posted 2005-09-07 9:00pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Yeah, Crono's method is what I would suggest from my HL-1 experience. Remember that you have to clip each brush so that there are only triangles involved. That way you won't have to worry about creating invalid solids. You should be able to make it pretty damn smooth if you are careful about how and where you make your clips. You should also make it in a way so that you only have fuss around with 360 or 180 degrees of the spiral and then just clone it.

Your best results might be gotten without using the arch tool at all now that I think about it. you could use a triangle-terrain like method to do the whole thing. If you construct your object all out of triangles, then it becomes just like low-poly modeling and you can make anything, so long as you have the performance budget.

Okay, I was avoiding my work...

User posted image

Download Source
Some people are like slinkys...

They aren?t really good for anything, but you can't help but laugh when one tumbles down the stairs.
Re: double helix Posted by parakeet on Wed Sep 7th 2005 at 10:01pm
parakeet
544 posts
Posted 2005-09-07 10:01pm
parakeet
member
544 posts 81 snarkmarks Registered: Apr 30th 2004 Occupation: n/a Location: Eastern US
rs was kinda right , thanks tracer , i'll try my best . never was the
best at triangle terrain back with hl1 ;p but i could do it.

WOW the source made it a bit easier to understand how you did it ;p.
thanks a lot :wink: i really hate the arch tool.. no offense but its very
fumbly
.else /me ~kill you
www.arclan.net