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Portal 2:Detailing

So what I want to know is how people or valve makes there textures seem really nice.
Like Different textures blended in I don't know how to do this so if someone learned could you please
Link me a wall of text or video tut.
I am blowing my brains out of angry ness :notwant: :notwant: :notwant: :notwant:

Instead of having a wall made out of one giant block, which gives it a single monotonous feel, you instead make it out of smaller individual blocks with different textures to break up the appearance of the wall. To make it seem more complicated and therefore more interesting. Imagine it like pieces of lego.

Change the texture scale to 0.25 and make x 0 and y 0 or change it based on what you want the wall to look like. Add lights, scaffolding, holes in the panels revealing the behind the scenes sections to make it seem more interesting. Good lighting helps too. Just open up some of the Valve maps with Hammer and take a look.

Go to Interlopers for good mapping tutorials/youtube them yourself.

After 2 weeks of editing. I've finally stared on serious map creating with Design as main focus before I make my puzzle work propperly. Textures all work best with blocks of 64x64 (or 128x128) This way you can use wall props convincing. Like Pirate said. Build your walls, ceilings and floors like its one lego creation. This way you can customize the surface textures blick by block and let them blend in.

I also ocassionally rotate some texture by 90 degree so those barely visible vertical stripes become horizontal too giving an even better look

-= Check out my maps: workshop, and their .vmf sources: homepage =-
The Irate Pirate wrote:
Instead of having a wall made out of one giant block, which gives it a single monotonous feel, you instead make it out of smaller individual blocks with different textures to break up the appearance of the wall. To make it seem more complicated and therefore more interesting. Imagine it like pieces of lego.

Change the texture scale to 0.25 and make x 0 and y 0 or change it based on what you want the wall to look like. Add lights, scaffolding, holes in the panels revealing the behind the scenes sections to make it seem more interesting. Good lighting helps too. Just open up some of the Valve maps with Hammer and take a look.

Go to Interlopers for good mapping tutorials/youtube them yourself.

Thanks I will try this :) :lol:

I would also add one important thing is to not make your grid alignment too small until your a confident mapper. Don't go bellow 8 iterations unless you really need to. When your mapping out the shell of a map I normal stick on 16/8 then go into more detail from there. Also if your going to be cutting up geometry you need to be remembering to no draw the other surfaces that can't been seen other wise your going to add more load to your g card that you don't need.

Also watch out for leeks :P

Hope this helps have fun!

As far as I know, compiling automatically removes faces blocked off from view by other world brushes.

RichyRo0 wrote:
I would also add one important thing is to not make your grid alignment too small until your a confident mapper. Don't go bellow 8 iterations unless you really need to. When your mapping out the shell of a map I normal stick on 16/8 then go into more detail from there. Also if your going to be cutting up geometry you need to be remembering to no draw the other surfaces that can't been seen other wise your going to add more load to your g card that you don't need.

Also watch out for leeks :P

Hope this helps have fun!

I've mapped for a year it's just that I suck at detailing :)

Yea Clipping etc. and a good eye really makes your map come alive

My Maps:
[spoiler][SP] Alternate[/spoiler]

Ok well I tryed it seems it's going to look pretty good with a little patince and praicens I will get the hang of it.:)