Portal 2:Detailing
Quote from Reload on June 10, 2011, 12:40 amSo 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![]()
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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

Quote from The Irate Pirate on June 10, 2011, 3:15 amInstead 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.
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.
Quote from Mediaburn on June 10, 2011, 3:38 amAfter 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.
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.
Quote from DaMaGepy on June 10, 2011, 6:38 amI also ocassionally rotate some texture by 90 degree so those barely visible vertical stripes become horizontal too giving an even better look
I also ocassionally rotate some texture by 90 degree so those barely visible vertical stripes become horizontal too giving an even better look
Quote from Reload on June 10, 2011, 9:42 amThe 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
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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

Quote from RichyRo0 on June 10, 2011, 12:31 pmI 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
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Hope this helps have fun!
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
Hope this helps have fun!
Quote from Pete on June 10, 2011, 12:40 pmAs far as I know, compiling automatically removes faces blocked off from view by other world brushes.
As far as I know, compiling automatically removes faces blocked off from view by other world brushes.
Quote from Reload on June 10, 2011, 2:53 pmRichyRo0 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
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Hope this helps have fun!
I've mapped for a year it's just that I suck at detailing
Also watch out for leeks
Hope this helps have fun!
I've mapped for a year it's just that I suck at detailing ![]()
Quote from Vordwann on June 10, 2011, 3:21 pmYea Clipping etc. and a good eye really makes your map come alive
Yea Clipping etc. and a good eye really makes your map come alive
[spoiler][SP] Alternate[/spoiler]
Quote from Reload on June 10, 2011, 9:34 pmOk 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.
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.![]()

