Quantcast

Jump to content

» «
Photo
- - - - -

Tianmen Shan Mountains

V WIP IV WIP
25 replies to this topic
stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#1

Posted 23 April 2016 - 04:44 PM Edited by stilldre, 02 June 2016 - 06:39 PM.

3b4N2ML.png

 

 

 

Hello everyone, here is some new project i'll be working on..  "Tianmen Shan" mountains from NorthChina.
Ofcourse not a real copy of it, as it was allready hard to re-create a heightmap in World Machine.
Cause Google blur'd the sh*t of this on Google Maps, i had to look for some photos and videos to get close to where it needs to be.
For some who doesn't know this place, take a visual tour here! It's being used as insipiration in the movie Avatar and Battlefield 4 DLC..
These mountains haves also a 99 corners / 10 km road, wich i would try to keep it as real as possible.
All the rest might have few resemblance and some fun stuff you could expect from me like:
-Xtra Dirt paths for cars and bikes,
-Few Small Towns
-Inside/Outside Mountain Military Base
-Beautifull lake scenery with Motel and Restaurant
-Lush vegetation with bonsai like trees
-Also few Caves

 

This mod is WIP and it might take few months to complete, depends on my speed and time ^^
I'm currently finishing road network in Cityscape 1.8, to have fun with older program!

After i've done with this i'll be retouchin' terrain and cliffs with Zbrush to have more natural look.
Also placing, completing sets in 3ds max that i've done early so they aren't waiste of time.

12961178_1027439277326654_2444772891745813305181_1066682893402292_6666849132697713320396_1066682826735632_7245546120593013320862_1066682830068965_5472453993467113323527_1066682833402298_3570967344759313305076_1066682823402299_39960829459893

 

  • undertaker fan, LevelDockSix, Txeroki and 4 others like this

b0ssVenom
  • b0ssVenom

    Professional Villager

  • Members
  • Joined: 21 May 2013
  • Czech-Republic

#2

Posted 24 April 2016 - 12:46 AM

I'm still waiting for the moment you stop using CityScape.. Good luck anyways.

  • Frank.s and universetwisters like this

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#3

Posted 24 April 2016 - 11:14 AM

I'm still waiting for the moment you stop using CityScape.. Good luck anyways.

Thanks and I haven't used it for a while though, because it's a big map i wanted to keep things fun! Why do you think this way though? Cityscape is a great road tool  :lol:

  • ArthurLopes likes this

universetwisters
  • universetwisters

    THAT'S NOT THE PROBLEM, WILLY!

  • Facade
  • Joined: 26 Feb 2011
  • United-States
  • Best Conversion 2016 [GTA: Underground] [Contribution]
    Best Workshop 2014
    Most Improved 2014
    Funniest Member 2014
    April Fools Winner 2015

#4

Posted 27 April 2016 - 04:54 PM Edited by universetwisters, 27 April 2016 - 04:55 PM.

Cityscape is a great road tool  :lol:


But if you can learn how to do roads with 3dsmax, you can get immensely better looking roads + more flexibility + industry standard.

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#5

Posted 27 April 2016 - 06:55 PM

 

Cityscape is a great road tool  :lol:


But if you can learn how to do roads with 3dsmax, you can get immensely better looking roads + more flexibility + industry standard.

 

I won't be learning if i allready know how. And it's more time consuming cause of fact that this is big map. Like i said i want to keep things fun and use ability of this tool, to get me that satisfaction of full themed software made for this kind of work. I can modify everything after exporting it later in 3ds max. This thing litterly saves me time and if i want an intersection or parking or cracked road that is more natural looking, then i make one myself.

  • Pauloso and DamnedDev like this

gtaszk
  • gtaszk

    Peon

  • Members
  • Joined: 01 Mar 2011

#6

Posted 28 April 2016 - 10:40 AM

tianmen=天门?

shan(山)=mountain :lol:

nice job


b0ssVenom
  • b0ssVenom

    Professional Villager

  • Members
  • Joined: 21 May 2013
  • Czech-Republic

#7

Posted 28 April 2016 - 12:47 PM Edited by Bone34, 28 April 2016 - 01:11 PM.

Modelling everything by hand (with small help of useful tools) is a lot better, thought. Not just that you get a feeling of an achievement, but usually when you create something using tools such as this (or procedurally generating it or whatever), the result usually looks very generic and bland. Perfect example of this is The Crew, which has really boring looking map and that results in no immersion while playing whatsoever.

  • universetwisters likes this

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#8

Posted 28 April 2016 - 04:46 PM Edited by stilldre, 29 April 2016 - 04:12 PM.

tianmen=天门?

shan(山)=mountain :lol:

nice job

Thanks, is this translation to chinese? Or more like a hint to put it next to in the logo :colgate: Or wait nvm, i see what u did there..

 

Modelling everything by hand (with small help of useful tools) is a lot better, thought. Not just that you get a feeling of an achievement, but usually when you create something using tools such as this (or procedurally generating it or whatever), the result usually looks very generic and bland. Perfect example of this is The Crew, which has really boring looking map and that results in no immersion while playing whatsoever.

So you do admit that is time waisting doing stuff from nothing with so many tools? I do know that The Crew has a bad looking map, but i have more knowledge of how get me things faster and efficient as my time is not my friend :p
I'll record some stuff once i finished with Cityscape pre-sketching whole mountain and it's area. Maybe i would do things your way if i had more information of this place. Right now only thing i have is photos and videos of some places from that area. So i have to shape terrain first for good looking sketch that is close to real thing. With that help my roads can be adjusted quickly if i have some extra photo thats explains the real deal after i found out.


Jestic
  • Jestic

    Chris

  • GTA Mods Staff
  • Joined: 16 Oct 2005
  • Netherlands
  • Helpfulness Award
    Contribution Award [Mods]
    Best Conversion 2014 [ViIV for GTANY Contribution]
    Best Map 2011 [IVSA]
    Modding Milestone [IVSA/Ped Paths]
    Best Map 2013 [ViceCityStories PC Edition][Contribution]

#9

Posted 28 April 2016 - 05:21 PM Edited by Jestic, 28 April 2016 - 05:21 PM.

I'm not convinced R* used 3Ds Max that extensively to create roads. In the city areas? maybe. But the countryside? No way. Sure, they could use 3Ds Max to do a final polish on all the roads to make sure it's up to par. But the initial layout would be done in some third party or in-house tool, as 3Ds Max is just terrible to do that kind of work.

  • stilldre and Pauloso like this

b0ssVenom
  • b0ssVenom

    Professional Villager

  • Members
  • Joined: 21 May 2013
  • Czech-Republic

#10

Posted 29 April 2016 - 04:38 PM Edited by Bone34, 29 April 2016 - 04:40 PM.

I'm not convinced R* used 3Ds Max that extensively to create roads. In the city areas? maybe. But the countryside? No way. Sure, they could use 3Ds Max to do a final polish on all the roads to make sure it's up to par. But the initial layout would be done in some third party or in-house tool, as 3Ds Max is just terrible to do that kind of work.

 

Roads are one of the easiest things to do in 3ds Max if you know how. You can create a spline path for the road shape, then apply sweep modifier on your road shape path, create another spline which servers as a pattern for your road, choose your road path and then pick the other spline as your road pattern. You can also adjust the number of steps and so on. I'm not sure if you understood well and I can give more info on this.


stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#11

Posted 29 April 2016 - 05:18 PM Edited by stilldre, 29 April 2016 - 05:46 PM.

 

I'm not convinced R* used 3Ds Max that extensively to create roads. In the city areas? maybe. But the countryside? No way. Sure, they could use 3Ds Max to do a final polish on all the roads to make sure it's up to par. But the initial layout would be done in some third party or in-house tool, as 3Ds Max is just terrible to do that kind of work.

 

Roads are one of the easiest things to do in 3ds Max if you know how. You can create a spline path for the road shape, then apply sweep modifier on your road shape path, create another spline which servers as a pattern for your road, choose your road path and then pick the other spline as your road pattern. You can also adjust the number of steps and so on. I'm not sure if you understood well and I can give more info on this.

 

I think you are the one who doesn't understand, that artist doesn't need to be a trained monkey to do art and follow every instruction. It's up for artist to choose from what he likes to work with, not other way around. If you concern about my previous skills or the one from Jestic, then i think you haven't look'd at our past yet  :lol:
I kept allways lowpoly in my map mods because of my previous pc, now i 've got an 8gb ram gpu, 4.2ghz cpu and some other cool stuff that last for 4+ years, so for me is no problem to give some details after i finshed the concept.

  • ArthurLopes likes this

Jestic
  • Jestic

    Chris

  • GTA Mods Staff
  • Joined: 16 Oct 2005
  • Netherlands
  • Helpfulness Award
    Contribution Award [Mods]
    Best Conversion 2014 [ViIV for GTANY Contribution]
    Best Map 2011 [IVSA]
    Modding Milestone [IVSA/Ped Paths]
    Best Map 2013 [ViceCityStories PC Edition][Contribution]

#12

Posted 29 April 2016 - 06:31 PM

 

I'm not convinced R* used 3Ds Max that extensively to create roads. In the city areas? maybe. But the countryside? No way. Sure, they could use 3Ds Max to do a final polish on all the roads to make sure it's up to par. But the initial layout would be done in some third party or in-house tool, as 3Ds Max is just terrible to do that kind of work.

 

Roads are one of the easiest things to do in 3ds Max if you know how. You can create a spline path for the road shape, then apply sweep modifier on your road shape path, create another spline which servers as a pattern for your road, choose your road path and then pick the other spline as your road pattern. You can also adjust the number of steps and so on. I'm not sure if you understood well and I can give more info on this.

 

 

I'm well aware how easy it is to create roads. It's the workflow that i'm questioning.

 

Starting with the terrain, mountain and water layout and building the roads around it seems like a lot more logical aproach to me then doing the roads first. Wehther or not they added the roads in later using 3ds max or another tool (read: same tool as creating the terrain and mountains) is up for discussion, but I would definitely lean towards a 3rd party tool. 3Ds Max could then be used to fine tune the roads and it's surroundings.


b0ssVenom
  • b0ssVenom

    Professional Villager

  • Members
  • Joined: 21 May 2013
  • Czech-Republic

#13

Posted 29 April 2016 - 10:55 PM Edited by Bone34, 30 April 2016 - 07:31 AM.

Yeah but I was only talking about roads creation. I prefer first creating terrain and then joining roads to it too. I don't see much of a reason why would R* use another way of creating roads when clearly everything else was done inside of a modelling program. I've never encountered a case where the devs clearly modelled the terrain in a modelling program and then added roads using another program. The reason why is because for example CityScape automatically makes sure that the terrain and roads join and match perfectly without flaws, which is not the case in what you're talking about. And that's what you see in most of the games which use this "terrain and road generation using special tools" method. Your method would make that process completely unnecessary and just a waste of time, as you would have to correct these things no matter what (which you can instantly start doing if you choose my method). I'm just saying this, because in my opinion it's a waste of time to script such a complex program and then end up with what you can do in Max anyway.

 

EDIT: Completely missed Stilldre's post. I'm not saying that everyone has to do the same thing, though. Yes, I misunderstood what you meant at first. Everyone can pick their own method, but for map making I find my ways of doing things pretty effective without much time wasted on additional work.


Ss4gogeta0
  • Ss4gogeta0

    Spilled coffee on Laptop. no more mods

  • BUSTED!
  • Joined: 24 May 2011
  • United-States

#14

Posted 30 April 2016 - 04:20 AM

why not make a map similar to the crew's map and use that? it would be pretty much doing the same thing with the same bland look

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#15

Posted 17 May 2016 - 10:35 PM Edited by stilldre, 28 May 2016 - 06:27 PM.

Secret base for this map, if you can find the entrance.. you could explore more of it ^^ kinda like easter egg
Since it's secured area there in China, i think this type of spin might fit in.
 

13254881_1060907983979783_1727507739086213308423_1060907987313116_80352414522562

  • BBHD, Platinum Card, The_GTA and 1 other like this

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#16

Posted 28 May 2016 - 06:29 PM

Here is some progress on the armor suit, have some arms left to make.. Then some few details, don't worry i've been also working on map and sculpting terrain with hand for much better looking ( takes time though )

12322598_1062891727114742_22274230042940


gtaszk
  • gtaszk

    Peon

  • Members
  • Joined: 01 Mar 2011

#17

Posted 29 May 2016 - 01:44 PM

 

tianmen=天门?

shan(山)=mountain :lol:

nice job

Thanks, is this translation to chinese? Or more like a hint to put it next to in the logo :colgate: Or wait nvm, i see what u did there..

 

Modelling everything by hand (with small help of useful tools) is a lot better, thought. Not just that you get a feeling of an achievement, but usually when you create something using tools such as this (or procedurally generating it or whatever), the result usually looks very generic and bland. Perfect example of this is The Crew, which has really boring looking map and that results in no immersion while playing whatsoever.

So you do admit that is time waisting doing stuff from nothing with so many tools? I do know that The Crew has a bad looking map, but i have more knowledge of how get me things faster and efficient as my time is not my friend :p
I'll record some stuff once i finished with Cityscape pre-sketching whole mountain and it's area. Maybe i would do things your way if i had more information of this place. Right now only thing i have is photos and videos of some places from that area. So i have to shape terrain first for good looking sketch that is close to real thing. With that help my roads can be adjusted quickly if i have some extra photo thats explains the real deal after i found out.

 

TIANMEN SHAN(天门山)  is 汉语拼音

 watch this video

http://www.iqiyi.com/w_19rsy6g1w9.html


b0ssVenom
  • b0ssVenom

    Professional Villager

  • Members
  • Joined: 21 May 2013
  • Czech-Republic

#18

Posted 01 June 2016 - 02:58 PM

Pretty good progress you've got there.

  • stilldre likes this

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#19

Posted 02 June 2016 - 06:44 PM Edited by stilldre, 02 June 2016 - 09:25 PM.

TIANMEN SHAN(天门山)  is 汉语拼音

 watch this video

http://www.iqiyi.com/w_19rsy6g1w9.html

Thanks but i would like to see more aerial videos and photos, not sure where to find them though like from rivers near the gates of heaven mountain etc.

And the peaks from south area are kinda of hard to see what to do there.

 

Pretty good progress you've got there.

Thank you, there is more now..
Updated 1st topic  :^:


b0ssVenom
  • b0ssVenom

    Professional Villager

  • Members
  • Joined: 21 May 2013
  • Czech-Republic

#20

Posted 03 June 2016 - 12:15 PM

Thanks but i would like to see more aerial videos and photos, not sure where to find them though like from rivers near the gates of heaven mountain etc.
And the peaks from south area are kinda of hard to see what to do there.

Google Earth shows up-close terrain pretty nicely.

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#21

Posted 09 June 2016 - 12:55 AM

Cave, entrance to easter egg room and some vegetation..
 

13340192_1071295379607710_74811687450257

  • ArthurLopes likes this

JoeVK
  • JoeVK

    Prankster

  • Members
  • Joined: 10 May 2009
  • United-States

#22

Posted 09 June 2016 - 03:25 PM

So basically, you're creating Grand Theft Far Cry: China.

  • universetwisters and ArthurLopes like this

stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#23

Posted 09 June 2016 - 03:59 PM

So basically, you're creating Grand Theft Far Cry: China.

Kind of ye :lol: Well it's the theme that i prefer over desert and kind of bored by US scene for now.. Some lush vegetation and having old with new age structures is kind of my thing.


stilldre
  • stilldre

    StillDre Productions

  • Members
  • Joined: 05 Jul 2011

#24

Posted 30 July 2016 - 03:59 PM Edited by stilldre, 30 July 2016 - 09:13 PM.

While waiting for GIMSV and still constructing the rest of the world, have ported the cave into Unreal 4 for some shots together with few vehicles that i worked on!

 

https://www.youtube....h?v=PFeOK--Kv3c

 

12593614_1110756362328278_4314561254978813680122_1110756398994941_2912589773333413680127_1110756358994945_2621291024292213653214_1110756368994944_77055510829816

  • JoeVK and DamnedDev like this

jpm1
  • jpm1

    Vice city citizen

  • Members
  • Joined: 26 Sep 2005
  • European-Union

#25

Posted 01 October 2016 - 10:40 PM

nice map with blended terrain

 

 

Cityscape is a great road tool  :lol:


But if you can learn how to do roads with 3dsmax, you can get immensely better looking roads + more flexibility + industry standard.

 

you can do "bumpy" roads in CS too. you create a bumpy terrain but use textures instead of roads. if you don't know Max or are in the learning curve with that tool, like i am, it can be painful to achieve such thing in Max.

 

Modelling everything by hand (with small help of useful tools) is a lot better, thought. Not just that you get a feeling of an achievement, but usually when you create something using tools such as this (or procedurally generating it or whatever), the result usually looks very generic and bland. Perfect example of this is The Crew, which has really boring looking map and that results in no immersion while playing whatsoever.

when you created a map and know how time consuming it is to create a good looking and detailed map, you don't search for achievement feeling, believe me. finishing the map is by itself very rewarding ;)

 

While waiting for GIMSV and still constructing the rest of the world, have ported the cave into Unreal 4 for some shots together with few vehicles that i worked on!

 

https://www.youtube....h?v=PFeOK--Kv3c

 

13680122_1110756398994941_29125897733334

 

animated lift?
 


ArthurLopes
  • ArthurLopes

    Mod Machine Broke

  • Members
  • Joined: 05 Aug 2016
  • Brazil

#26

Posted 14 October 2016 - 03:24 PM

Oh my f*cking god StillDre is comming back! 

:panic:  :facedesk:  :lol:  :panic:

This Map Seems that going to be very good :D





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users