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 Rock Wall Templates (1 of 4) Back to Articles Page Next Page
This collection of pictures and brief explainations is a step by step guide to creating a low polygon rock walls. With the right kind of detail and lighting this method should give an adequate impression of freeform rock. The technique described below can be scaled up or down in complexity so some areas can appear higher in detail than others.

Also remember to use Phong Shading for the textures on the rock walls. This will help to create the impression of more detailed and complex brushwork. If you are unsure how to create or not aware what Phong shaders are, then please check the following Link for more details.

The following page contains a snapshot of the brushwork used in this article. If you want to create the brushwork while reading this article then I recommend having a look at the sample map file and use it as a guide.
 Caulk Hull    
Caulk Hull First decide on the basic layout for the rock work. Create big caulk brushes of roughly where things are to be placed. These big brushes are important because they will be used later on by the compiler to block "vis" in the map.

All of the rock/floor brushwork created will be setup as "detail" brushes. Because of the various odd angles of the rock work it would not be wise to create this from "structural" brushes.
 Cave Floor    
Cave Floor Decide on the basic layout for the floor so that when you create the rock walls it will be easier to know which direction you need to go in.

It is recommended to vary the height of the floor so that it does not feel like a flat concrete blob. Natural formations are not gridlike and it is not unusual for the floor height to be varied in caves.

Keep the floor height variantions gradual so the player does not feel like they are on a rollercoaster while travelling past the rock work.
 Wall Template    
Wall Template The next step is to decide on the wall template. This is a small collection of "detail" brushes which will be varied up/down and in/out from the caulk hull.

It is recommended to start with a few brushes at first and see how it looks and feels. This system can be scaled up or down depending on how much work you want to create for yourself.

A good starting point for a template would be 3 brushes. Bear in mind, that the more complex the template the higher the polygon count for the rock wall will be.
 Starting Point    
Starting Point Once the template has been created, copy it by selecting all the brushwork and pressing the "Spacebar" key. Move the new brushwork into position where you want to start the rock work.

Once the new brushwork has been twisted into position it often quicker to copy the template for each new section. Generally the template will be close by to where you are creating the rock wall anyway.
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Level Design -
GameDev Advice -
Creating Terrain -
Terrain Blending -
Rockwall Corridors -
Rockwall Detail -
2 Point Clipping -
Phong Shading -
3D Puzzle Scripting -
Triggerable Shaders -
RTCW Scripting -
Scripted Doors -
Basic Lift -
Advanced Lift -
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