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

Scheduled Pinned Locked Moved Mapping
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  • M Offline
    MadMax
    last edited by MadMax 5 Jun 2023, 19:23

    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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    • M MadMax referenced this topic on 12 Jun 2023, 15:09
    • S Offline
      Saver
      last edited by 12 Jun 2023, 18:32

      WOW

      auch mal fünf gerade sein lassen

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      • M Offline
        MadMax
        last edited by 13 Jun 2023, 11:13

        oh whoops forgot to credit ftxcommando for advise regarding mex layout

        Vault Admin / Creative Team / Map Guru

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        • I Offline
          IndexLibrorum Global Moderator
          last edited by 17 Jun 2023, 06:06

          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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