2007.09.21, 08:41 PM
Overview
In this tutorial we will cover the basics of Map Geometry, Textures, and Lighting and how to use each element of a map. We will focus more on indoor maps, rather than outdoor maps.
Part One: What makes a map look professional?
The art of map making is not only extremely difficult, but it is also extremely time consuming. Professional 'architects' of game maps have years of experience and spend hours a day on each map. As their skill progresses, several basic areas are shaped to near perfection.
Map Geometry
Geometry is the key to good-looking maps. Though many try to do so with textures, a realistic map has an enormous amount of geometry. Don't hold back! Throw as many different yet similar things in as you can. Different yet similar geometry is more or less geometry that looks different but blends with the style of other geometry. In some cases, however, it is best to contrast geometry with other geometry, and even create random geometry. For outdoor scenes, randomness is what you want. When you look at indoor scenes, you'll see that it's fairly symmetrical. If you can get an un-textured map to look good with nothing but map geometry, you're ready to move on to the next stage.
Textures
Textures are just as important as map geometry. While map geometry can offer a decent looking level, textures are necessary to enhance the scene detail. Details which are too small to do in map geometry, such as an open circuit box, a bulge in a wall, panels peeling off, and textures are nearly impossible to make geometrically. Like geometric detail, textures can be contrasted from one another to show off specific details, or blend perfectly together. The key to textures, however, is as much randomness and variety as possible. When you look at a wall, no part of it is the same. Even a symmetrical time floor. Each time is different. A perfect blend of textures and geometric detail makes for a very beautiful map.
Lighting
Lighting is absolutely crucial to a professional map. A solid ambient light is plain ugly. The main purpose of lighting is to set the tone of a room or area. For instance, red lighting could feel like you're in a horror or bloody action scene, blue lighting could feel like you are in a mellow and sad scene, and bright yellows and whites may make the map feel as though it is happy and easygoing.
Part Two: Building Your Geometry
When focusing on building your map geometry, it's important to keep track of what's on your map and where each is. it is also important to keep track of how you visualize the map. What colors or textures do you see being placed on each segment? Try to assemble your geometry in a way that textures applied to it will 'fit'.
The first thing you'll want to do is assemble a basic room. You may want to go with a classic square room, or you may want to try something new. By arranging diagonal segments, you can achieve a beveled room. In many cases, a room with beveled corners will look much better. Also pay attention to where the wall meets the floor and ceiling. Do you want those corners to be hard? Would beveled look better? How am I going to blend the two together? Walls and ceilings must have a similar style or they look out of place. In rare occasions, when constructing an old-style map, it may be better to have your ceiling and wall geometry contrasting each other.
When adding geometry to ceilings and walls, pay close attention to how similar each addition is to previous additions. For instance, if you were to add a pillar to the side of the wall, do you want to add more identical ones, or is this side of the room unique? You may want to vary one, two, or maybe even every side of your room. Doing so will ensure that the player walking through this room is not looking at the same thing all around. You want to catch their eye, whichever way they are turned.
Part Three: Textures
Textures are possibly one of the most difficult parts of creating a map. This may not be true for everyone, but generally it will be true. For a decent looking map, you will want to have at least one different texture for every geometrical item in a room. A pillar might have a certain texture, and a wall another. Allow the pillar to be unique and stick out, but don't blast the image into peoples' faces. For instance, you don't want a bright red pillar in a grey or white room. The following is a list of textures you might want in a futuristic room:
Pipe (One that is placed on a geometrical pipe)
Pillar
Ceiling
Ceiling Bulge or indent
Grate
Light
Poster/Banner/Advertisement
Step
Just remember, DO NOT GO EASY. Do not try to use less textures because you are scared it will be slow. Go all-out.
Part Four: Lighting
Everyone looks at a blank map and visualizes something different. 99% of the time, people find they can't achieve exactly what they visualize. Why? Lighting! Sure, you spend hours on your textures and geometry. What now when it still doesn't look right? Lighting! lighting is possibly the most important element to your map. Without it, there is no tone set and the map is therefor bland and boring. Lighting is used to set any tone you like. From horror to prancing in the flowery prairie. I know that the prairie bit sounds scary, but it's a fact.
Everyone has a different style of lighting and it is crucial that you find your style and make it your own. Once this is done, I guarantee that your maps will be far better.
Part Five: Extras
Now, we've covered geometry, textures, and lighting. However, there's more to map making than just this. Decals, models, particles, and music can often be used to increase map realism and tone. For instance, if a pipe is leaking air or water, particles can be used to simulate this.
Models
Models can be an important aspect to maps if used correctly. Generally, models are used in cases where it is too difficult to create an object in the map editor and maintain it without breaking it. An advantage of models, is they are basically indestructible in the map editor. You can't lose them by accidentally breaking them apart, you can't mess up faces, etc. They are there and if used properly are very useful.
Decals
Imagine you have a wall and you want a panel peeled away with wires showing. Already, you know you have to create another texture. What now? How do you blend the texture in with the wall without worrying about the wall texture already applied? The answer: Decals.
Decals are extremely useful for any item on a map that's too small to be geometry or a model and needs to be placed on top of an existing texture.
Ambient Noise
While ambient noise isn't absolutely essential, you may find it necessary to use it in order to set the desired tone of your map. Ambient noise includes rain, wind, thunder, crickets, machinery, music, etc. If used correctly, it's an excellent addition to your map. It is difficult to create music unless you have a lot of experience and it is more difficult to use it correctly. For instance, you do NOT want to have dark slow music in a bright outdoor area. It does not fit. Using the correct ambient noise for the correct map areas is vital if you are to create a truly professional map. There is not one major game that does not have ambient noise to enhance the effect.
In this tutorial we will cover the basics of Map Geometry, Textures, and Lighting and how to use each element of a map. We will focus more on indoor maps, rather than outdoor maps.
Part One: What makes a map look professional?
The art of map making is not only extremely difficult, but it is also extremely time consuming. Professional 'architects' of game maps have years of experience and spend hours a day on each map. As their skill progresses, several basic areas are shaped to near perfection.
Map Geometry
Geometry is the key to good-looking maps. Though many try to do so with textures, a realistic map has an enormous amount of geometry. Don't hold back! Throw as many different yet similar things in as you can. Different yet similar geometry is more or less geometry that looks different but blends with the style of other geometry. In some cases, however, it is best to contrast geometry with other geometry, and even create random geometry. For outdoor scenes, randomness is what you want. When you look at indoor scenes, you'll see that it's fairly symmetrical. If you can get an un-textured map to look good with nothing but map geometry, you're ready to move on to the next stage.
Textures
Textures are just as important as map geometry. While map geometry can offer a decent looking level, textures are necessary to enhance the scene detail. Details which are too small to do in map geometry, such as an open circuit box, a bulge in a wall, panels peeling off, and textures are nearly impossible to make geometrically. Like geometric detail, textures can be contrasted from one another to show off specific details, or blend perfectly together. The key to textures, however, is as much randomness and variety as possible. When you look at a wall, no part of it is the same. Even a symmetrical time floor. Each time is different. A perfect blend of textures and geometric detail makes for a very beautiful map.
Lighting
Lighting is absolutely crucial to a professional map. A solid ambient light is plain ugly. The main purpose of lighting is to set the tone of a room or area. For instance, red lighting could feel like you're in a horror or bloody action scene, blue lighting could feel like you are in a mellow and sad scene, and bright yellows and whites may make the map feel as though it is happy and easygoing.
Part Two: Building Your Geometry
When focusing on building your map geometry, it's important to keep track of what's on your map and where each is. it is also important to keep track of how you visualize the map. What colors or textures do you see being placed on each segment? Try to assemble your geometry in a way that textures applied to it will 'fit'.
The first thing you'll want to do is assemble a basic room. You may want to go with a classic square room, or you may want to try something new. By arranging diagonal segments, you can achieve a beveled room. In many cases, a room with beveled corners will look much better. Also pay attention to where the wall meets the floor and ceiling. Do you want those corners to be hard? Would beveled look better? How am I going to blend the two together? Walls and ceilings must have a similar style or they look out of place. In rare occasions, when constructing an old-style map, it may be better to have your ceiling and wall geometry contrasting each other.
When adding geometry to ceilings and walls, pay close attention to how similar each addition is to previous additions. For instance, if you were to add a pillar to the side of the wall, do you want to add more identical ones, or is this side of the room unique? You may want to vary one, two, or maybe even every side of your room. Doing so will ensure that the player walking through this room is not looking at the same thing all around. You want to catch their eye, whichever way they are turned.
Part Three: Textures
Textures are possibly one of the most difficult parts of creating a map. This may not be true for everyone, but generally it will be true. For a decent looking map, you will want to have at least one different texture for every geometrical item in a room. A pillar might have a certain texture, and a wall another. Allow the pillar to be unique and stick out, but don't blast the image into peoples' faces. For instance, you don't want a bright red pillar in a grey or white room. The following is a list of textures you might want in a futuristic room:
Pipe (One that is placed on a geometrical pipe)
Pillar
Ceiling
Ceiling Bulge or indent
Grate
Light
Poster/Banner/Advertisement
Step
Just remember, DO NOT GO EASY. Do not try to use less textures because you are scared it will be slow. Go all-out.
Part Four: Lighting
Everyone looks at a blank map and visualizes something different. 99% of the time, people find they can't achieve exactly what they visualize. Why? Lighting! Sure, you spend hours on your textures and geometry. What now when it still doesn't look right? Lighting! lighting is possibly the most important element to your map. Without it, there is no tone set and the map is therefor bland and boring. Lighting is used to set any tone you like. From horror to prancing in the flowery prairie. I know that the prairie bit sounds scary, but it's a fact.
Everyone has a different style of lighting and it is crucial that you find your style and make it your own. Once this is done, I guarantee that your maps will be far better.
Part Five: Extras
Now, we've covered geometry, textures, and lighting. However, there's more to map making than just this. Decals, models, particles, and music can often be used to increase map realism and tone. For instance, if a pipe is leaking air or water, particles can be used to simulate this.
Models
Models can be an important aspect to maps if used correctly. Generally, models are used in cases where it is too difficult to create an object in the map editor and maintain it without breaking it. An advantage of models, is they are basically indestructible in the map editor. You can't lose them by accidentally breaking them apart, you can't mess up faces, etc. They are there and if used properly are very useful.
Decals
Imagine you have a wall and you want a panel peeled away with wires showing. Already, you know you have to create another texture. What now? How do you blend the texture in with the wall without worrying about the wall texture already applied? The answer: Decals.
Decals are extremely useful for any item on a map that's too small to be geometry or a model and needs to be placed on top of an existing texture.
Ambient Noise
While ambient noise isn't absolutely essential, you may find it necessary to use it in order to set the desired tone of your map. Ambient noise includes rain, wind, thunder, crickets, machinery, music, etc. If used correctly, it's an excellent addition to your map. It is difficult to create music unless you have a lot of experience and it is more difficult to use it correctly. For instance, you do NOT want to have dark slow music in a bright outdoor area. It does not fit. Using the correct ambient noise for the correct map areas is vital if you are to create a truly professional map. There is not one major game that does not have ambient noise to enhance the effect.