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3 Dimensional Chat / What's The Best Way To Model Tunnels

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TDK
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Posted: 2nd Nov 2009 21:47
I need to make both winding and straight tunnels and I'm not sure where to start.

I was wondering if it was best to make them out of a deformed primitives and cut out the middle, or bolt lots of sections together like sections of a tube.

How do you experts do this sort of thing, or doesn't it matter?

I'm using TrueSpace by the way if it makes any difference...

TDK

lazerus
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Posted: 2nd Nov 2009 21:52 Edited at: 2nd Nov 2009 21:56
I could whip up a primative for you now,

Max has the god send of alot of shapes, one of them being a tube.

1x1x7 so its seven sided, you can extrude that out how you need.

____
-Laz

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lazerus
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Posted: 2nd Nov 2009 21:58 Edited at: 2nd Nov 2009 21:58

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TDK
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Posted: 3rd Nov 2009 15:50 Edited at: 3rd Nov 2009 15:56
Thanks for that, but I was talking more about tunnels which are cut into rock - the sort you see when potholing - but big enough to walk through.

More like mining tunnels I suppose - that open out every so often into large caves.

A bit like this only not quite so big, but longer and more winding.

I can deform tubes, but need something a lot rougher.

The other type of tunnel I need is like when you go down below an Egyption pyramid.

These will be flat sided and more or less rectangular, but for both types of tunnel, I wasn't sure if the convention in the modelling program was to bolt four walls together (ceiling, floor, left wall and right wall), or start with a solid cube and cut out the bits you don't want.

TDK

Van B
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Posted: 3rd Nov 2009 16:23 Edited at: 3rd Nov 2009 16:26
I'd make lots and lots of giant boulders, then build the tunnel using them. For instance, Farcry2 only has maybe a dozen different types of large rock, the stuff you would use to make a cave in Farcry2 - anyhoo these boulders are rotated and shifted around quite organically, to make cave walls and floors and all that stuff.

I would do the same, except I'd probably have smaller pieces too - then construct tunnels and caverns etc from these. Then I'd send in a node... well sort off. I would flag all the polygons inside the tunnel, like every polygon that is visible from somewhere inside the tunnel, I'd have all of them preserved and get rid of everything else. So instead of giant boulders making a tunnel structure, they simply contribute polygons to the tunnel itself.

I think it would be the most organic, easy, and fun way to work - move a boulder object, rotate it, grab the whole lot as a mesh. Then you could either check yourself for tunnel wall polygons and get rid of the leftovers, or do it in a modeller. Personally I'd prefer to have these boulders waiting for the next tunneling job, have them loaded as meshes, make a new limb and orientate it how you want, then combine it all and get rid of all that is not tunnel. There's a couple of things you can do when getting rid of the chaff - vertex light map for example, so things can get really dark - or even making stalignites that grow over time and drip water, if you were that way inclined.


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dragon assasin
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Posted: 3rd Nov 2009 16:23
i have just the thing from a UT2004 guy for the rough stone http://www.hourences.com/book/tutorialssae2.htm

As for the straight (ish) Tunnel just build the four walls(ceiling floor walls) and extrude along the path you want it to follow, with perpendicular intersections just cap off that wall create an edge loop spaced about the size of the tunnel and extrude from there.

If i did it once i can do it again (Do you see what i see Sept 09)

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