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#1 |
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sunflower scented samurai
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creating terrain
hi there, im currently trying to create a tall, thin terrain thats very similar to devils tower, however im having a difficult time with it. hand-modelling it out is proving to be very innefficient, and terrain maps are stretching very badly due to its height.
how would one go about doing that? would i need multiple terrain mapping on it or something? thanks in advance! edit: oops forgot to mention im using 3ds max and also have zbrush. Last edited by Kellindil; 25-07-2006 at 10:11 AM.. |
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#2 |
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Supplies Coordinator
Join Date: Oct 2004
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Personally, here's how I might try making such a piece of terrain:
1. Build the sub-structure out of splines and create a loft compound object. They work wonders for getting really long, skinny terrains. Make sure it's low poly: No more than 9 polygons or so in circumference. 2. Convert it to Editable Poly, and create anything else you might want. You know those really big rocks that're on top of tall skinny ones in the desert? That kind of thing you can't do with lofts, so you'll have to do it by hand via poly modeling. Just make sure you've got all the volumes you're going to want- they don't have to be detailed. 3. Export that for Zbrush and paint in all the cracks, crevaces, and holes. If you're feeling like a real challenge, use 3dsMax's UVW mapping options to give yourself a good UVW layout. This way, after you're done in Zbrush you'll still have a 'readable' map to add in details in 2d methods. Good luck!
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