Tips on making "natural tunnels"


(Osirin Ra) #1

Im looking for tips on shaping natural tunnels.

Brush construction and approach.

The few attempts i have made ended up very “blocky” and “creased”.

And ya dont have to hold my hand, this is just my first time making “natural” terrain im used to making “Base” and “castle” type maps.


(SCDS_reyalP) #2

There are a number of ways to do this.

  • tri-souping. Make a bunch of triangular brushes, and vertex edit them until they look good. Slow, but can give very good results.

  • The gensurf plugin. Although normally used for terrain, you can use this for walls and ceilings as well. For a cave, you can use one heightmap for floor, one for ceiling, and stick em together.

  • models. The tools give you the ability to export your brushwork to a 3ds model, and then use that model in your map. There was a thread on this that hummer started a while back.

Whatever method you use to make your cave, you can make it look a lot more natural with smooth shaded lighting. For that you need a shader with q3map_shadeangle


(Osirin Ra) #3

ahh okay yeah i set the q3map_shadeangle helped alot :wink:

back to vertex editing i go LOL.