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    My entry for the 'Princess Burke' Mapping tournament Temple of the Marxon

    Scheduled Pinned Locked Moved Mapping
    4 Posts 3 Posters 498 Views
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    • MadMaxM
      MadMax
      last edited by MadMax

      Prototyping

      I like to start my mapping process by painting on the features I would like to have in my map, I then start to sculpt the height map to match what I have painted.

      prototype 01.png
      prototype 02.png
      prototype 03.png
      prototype 04.png


      Exporting to World Machine

      Then I export the heightmap to world machine and run it through an erosion

      world machine experiments 1.png

      I was happy with level of detail

      world machine experiments 2.png

      I moved on to trying to generate texture masks with world machine too

      world machine experiments 3.png

      I also used the normals generation from jip's post about it
      https://forum.faforever.com/topic/785/about-decals-generating-a-map-wide-normal-texture

      world machine experiments 5.png

      This is the result of the above generation some parts I am happy with other bits need more work

      world machine experiments 6 all on map.png


      The Hard Decision

      It was at this point that I decided to start over as I felt I could do better, I have still learnt from this prototype and I can expand my world machine generator from this start.


      Starting Over

      I'll skip the prototyping part, this is the height map I was happy to proceed with

      amc-heightmap.png

      my final model in world machine

      world machine final.png


      Outputs from World Machine

      These are the outputs from world machine

      Decals and erosion

      amc-heightmap with decals.png

      Textures

      amc-textures 01.png

      these textures are 90% where I want them I will finalise them by hand

      Final Textures and decals

      amc-finaal texture.png


      Aeon Base

      For the aeon base I looked through the campaign maps and took screen shots of layouts I liked

      this layout is what i chose to work from

      aeon base idea.png

      my aeon base centred around an ancient seraphim structure

      amc-base 03.png
      amc-base 02.png


      Markers and AI

      resource and spawn points (mex placement credit to ftxcommando)

      amc-marker layout.png
      amc-base 01.png

      AI markers

      amc-marker layout path.png
      amc-marker layout AI.png

      nav ui

      amc-navui.png


      Conclusion

      During this process I have learnt a lot about how to use world machine and the workflows surrounding it, I will defiantly be using some of the techniques I have learnt going forward, I would say the moral of this story is don't be afraid to start over with your work and learn from what you didn't like.

      I'll leave you with some final screen shots from the map

      Good luck and have fun out there commanders max out.

      amc-ss.png
      918fe676-03f7-499b-9a2d-86254ab24e56-image.png
      45ea1b74-8761-4183-b0d1-2ff8e18e5f1b-image.png
      800c1c19-c845-4fc6-a6e1-6ce167b1e3a4-image.png
      6bccc73e-a5b4-4a72-8b5c-af55b0f13801-image.png

      Vault Admin / Creative Team / Map Guru

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      • MadMaxM MadMax referenced this topic on
      • SaverS
        Saver
        last edited by

        WOW

        auch mal fünf gerade sein lassen

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        • MadMaxM
          MadMax
          last edited by

          oh whoops forgot to credit ftxcommando for advise regarding mex layout

          Vault Admin / Creative Team / Map Guru

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          • IndexLibrorumI
            IndexLibrorum Global Moderator
            last edited by

            Detailed textures on the cliff are pretty nice!

            "Design is an iterative process. The required number of iterations is one more than the number you have currently done. This is true at any point in time."

            See all my projects:

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