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This blog shows the process of a room creation from ground up in few steps.

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Hey guys, my name is Spycrabz, and I am a mapper for Guard Duty (obviously). Today I will be showing you how to make a good-looking store room.

BASE GEOMETRY

1) We start off by making the floor, giving a basic idea of what size the room will be. It is textured with Dev Measure textures for easy texture alignment.


2) Now we start making walls, again using Measure textures as a height reference.


3) We duplicate and resize these walls, to make a proper room.


4) A room isn't a room without a ceiling, right?


TEXTURING

5) Pick out a basic wall texture, and place it on the wall.


6) See how the texture is stretched? It's because our texture artists are too lazy to resize them (Just kidding). We can use the texture align tool to resize and fit it onto the wall.


7) Repeat until all the faces are textured.


DETAILING

8) Add some shelves, it is a storeroom, after all.


9) Add different props here and there, making sure they fit the theme you're going for. Overlays can also help.


Looking good already, isn't it? Well now, let's move on to:

LIGHTING

10) Fire and Flares can be useful if you need extra light, but don't want extra fittings.


11) Let's add a portable floodlight to add to the Industrial theme.


FINAL RESULT


Pretty sweet eh? That concludes this devblog, stay tuned for more! Media update is on it's way!

Comments
tymaxbeta
tymaxbeta

looks really nice, cant wait to see more from you guys!

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hawkeye1042
hawkeye1042

THANK YOU SO MUCH, I'm a mapper for source, and I'm not that good of one, when it comes to store rooms and cities.

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hawkeye1042
hawkeye1042

anyway here are some things as suggestions: skinny wooden pillars along some walls and making it look like a grid(but with only 2 horizontal lines). and some stain decals in some places. also just a question , did you use brushes or a model for the shelf thing?

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Spycrabz
Spycrabz

Models.

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AlexanderSig
AlexanderSig

Looks awesome, seems like the fire is slightly floating in the air though

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Nicklan
Nicklan

This is really useful.

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Centaur1um
Centaur1um

Not bad, I like how you didn't put a concrete ceiling up like many other mappers do.

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SolidFake
SolidFake

pretty simple, but the result looks good

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Urby
Urby

Pretty basic but not bad.

I would say to try and avoid just having 4 walls a floor and a ceiling. Mix it up a little, throw in the odd alcove here and there. Also, supports are always handy for breaking up larger and bland rooms.

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LopperUK
LopperUK

Awesome...aww what am i saying? its OWNAGE!

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SpectralAnomaly
SpectralAnomaly

Looks awesome! Keep it up guys! :D

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ZitaX
ZitaX

Very nice! Theese devblogs are really great! Good job!

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Dr.Goupyl
Dr.Goupyl

Keep the good work guys !
Boujou ché vous !

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