I am using letters because a lot of people play in groups & I thought it would be easier for people to communicate the associated letter to their friends rather than symbols but I could be wrong. Thanks to u/PhotonReady for the map version with the keys. The original 3D map that I used was done by /u/Maksen and can be found at this link. Feedback is always welcome but keep whats written above in mind. I have some videos on my Youtube page showing how I work on a lot of different buildings & a few weeks ago I started a video series where I show how I would make Factory. Since no high quality maps are out yet i tried my best making something that would at least be functional for the time being. I post a lot of work-in-progress stuff on Twitter so I get a lot of feedback throughout making the maps which makes the end result a lot better than if I would have just kept everything to myself I think. The color choice is usually just what looks best to me & then I adjust as I add more elements to it. After that I usually model everything in a more detailed manner one compound at a time. I usually map out roads and large terrain differences first and then I make very rough blockouts that I put into position. I can see that you've tried to do that with how you've lettered them. The one suggestion I would have would be to replace the Letters (C, D, E etc) with symbols from the Noun Project, like crane, helicopter (for evac), the back of a car for taxi etc. So I am super curious how you made these! Hey re3mr, what's your process on these? They're gorgeous and compete favorably against products by professional cartographers. Moderator decisions are final, please respect the moderator team and their actions. Make sure to follow the guidelines outlined in the Reddiquette for a more pleasant experience. Recent News Official LinksĪs well as the above rules, the Reddit Content Policy is in place as well - please familiarize yourself with this. Please make sure to follow the rules noted below in the side bar. This is an unofficial, community-run subreddit. Here.Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough currently in development by Battlestate Games. I posted a bunch of videos of my process on my Youtube page too. For this project I used 5636 screenshots as reference. It would help a lot with placement of vehicles and various debris. I WISH there was a way to see the map from a birdseye perspective. I seperate the map into parts and work from building to building / compound to compound. That way I dont have to remake that object & because it's using the same mesh data Blender will end up using less memory which makes life a bit easier when you have a scene with thousands of objects. I save all objects that I know will be repeated into an asset library. Apply that logic to everything and most stuff will look accurate. I dont know exactly what height certain items are but 99% of all 3d modelers go off of real life scale so you could guess that the BSG modelers use the average height of a door for all of their doors etc. I make rough blockouts of the areas I am going to make and try to get the height as accurate as I can based off of other nearby items and the human model. At that point I know that the map has about the correct scale & lock that in. I use the in-game map as the main reference for the building footprint/shape so first I place a human model with the avg height of an IRL male in the scene and resize the map object until the human model looks like it can fit through a door for example. Regarding content flairsÄude how do you make these? Are you modeling 3d mock ups and carefully hand placing them based on other maps or using some tool in the game to view from birds eye perspective as reference? Your workflow interests me lmao Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough currently in development by Battlestate Games.
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