Road


(IndyJones) #21

i meant use brushes to clip patches. that double make u sure u won’t swim in patch :wink:


(Pande) #22

they r way too tri wasting - however, in big open areas they are actually less tri wasting because they decrease in tris over distance. Therefor, in bigger areas, you should see what you can replace with patches if the player isn’t going to be around it constantly and can move away from it but still have it visible. But by ‘my style’ I assume that when you use patches you are designing smaller passageways and areas than large, open areas.

The only way to swim in a patch is by crouching into it. You wouldn’t need bother on a road because the patches would not be approachable from the bottom.


(IndyJones) #23

yeah, but still - your feet may be under road. pazur made his road from patches and he had to manually clip them, because in some places you couldn’t even see players legs…


(IndyJones) #24

just an example of 100% brushwork…

it does look good, is solid, and doesn’t loose detail from distance. you can always ask me if you will have problem with making arches etc with brushes.


(Pegazus) #25

You have a small bug on the arch, mis alignement on the left side. You should see it instantly.


(IndyJones) #26

already fixed, just screen is old :wink:

btw. the texture on arch was manually rotated - it’s not seamless, but it doesn’t look bad.


(shagileo) #27

Nice bridge
Next project will be something Japanese? :slight_smile:


(Pande) #28

Indy, are those trees up for grabs? :slight_smile: :slight_smile: :slight_smile: Btw, how did you get the perfect curve of bridge texture where it meets the tunnel?


(aaa3) #29

is this for a map to release? :open_mouth:


(Pegazus) #30

Manualy rotate the texture, easy.


(IndyJones) #31

shagileo - yes
pande - trees will be released when map is ready. the curve texture is not perfect:


i just rotated texture on every brush for around 10 degrees. turned out good :slight_smile:
aaa3 - yes


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