Worn steps...


(Shai) #1

I was just wondering what would be the best way to go about making worn

looking stairs and columns. Any help would be greatly appreciated!


(Mlehliw) #2

I’m not to good at this myself but when I do it I try to think of what natural erosion would have done. So for stairs use the clipper, use three points and just start shaving off the edges and corners until you get what looks good to you.

I don’t know if its the most efficient method but its what I do.


(hummer) #3

Edge editing and vertex editing it pretty fast… although vertex editing is best done with triangles.


(bsimser) #4

I would suggest studying the shader manual that comes with Gtk. There’s a section on making shaders that distort brushes. You can probably get it to just add noise to a regular step without suffering too much of a hit on the polycount (as opposed to adding noise to a mesh in 3DS or something and exporting it to MD3 and all that nonsense).


(Shai) #5

Danke Sehr! I’ll try out your suggestions guys! :slight_smile:


(Shallow) #6

deformvertexes wave is intended for dynamically deforming objects on a per-vertex basis. In other words, creating stuff like wobbly water surfaces or the pulsing fleshy things in Quake 3 not static deformations. It’s also important to note that that the deformation is vertex based - in other words it can only deform the existing geometry, it cannot create additional detail where there is none as your description seems to suggest.

Two last things to note, it only effects the drawsurfs, leaving the collision unaffected (which could look weird depending on how extreme the deformations are), and the deformation may cause the brushes to seem to ‘break apart’ at the edges.


(Danyboy) #7

If u want to make a concrete step look a bit cracked and chiped

Decide on size and shape of step size, split it into tringales, press V, move the vertices up or down for the size of the chip you want:


(Loffy) #8

Danyboy is right. And you might want to hit the X button. That makes it easier to move brush ends up and down (and not sideways).

(But if you want to move them sideways, then you dont select the X button.)

That button, and the Y and Z button, is found on the buttonmenu, just to the right of the centre. Below the word “Plugins” on the top menu.

I use the X button alot, when I want to move stuff and vertex points up or down.
// Loffy, 1337 mapper (irony)


(bsimser) #9

Okay, my bad. Thanks for the info. I haven’t spent any time with shaders at this level so thought it was worth a shot.


(sock) #10

This is what I did in “oasis” for the steps in the old city. Also vary the triangle sizes between different steps to give a bit of variety.

Sock
:moo:


(Shai) #11

So I have to make a bunch of triangle brushes and slap them together?

Or is there an easier way? :slight_smile:


(Shallow) #12

Nah, make a rectangular brush for each step and cut them up into triangles (well, triangular prisms really) using the clipper tool.


(skinner) #13

make a model in milkshape, export it and then put it in and add clip brushes