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Detailing tips - seeking advice


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I'm trying to add some cool "fleshy growth" detailing to a map:

 

growth1.jpg.cf937b8f824bbe9da35cca3529124483.jpggrowth2.jpg.95d3f8da915c1d301c0ad578a5f7bd13.jpg

 

So far I think it looks okay, but I feel its missing something. Does anyone have any tips for doing this kind of detail? Make it curved, or protrude from the wall vs inset into the wall, that sort of thing. So far the Curve Linedef feature isn't really doing what I'm after and just making weird diamond shapes instead of curving anything.

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Ugh yeah, I'm working on a similar bit. My idea was to make it a lot more lumpy, which is more unsettling. Sectors with different heights so that it's not flat,  perhaps some tiny flesh strands coming from the ceiling (very small sectors). The thought of having to do all that detail made me walk away and decide to go in a different direction for the level.

 

If you want the curve linedef to work better, you want more segments, which makes a smoother curve.

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Yeah that flesh texture doesn't look good on a flat wall. Try to use more sectors with different heights and also mix it up with normal wall segments, so that you don't have that "man-made" effect.

The idea is to convey an effect similar to a"propagating plague" or some sort of corruption from hell inside that building, so maybe it's a good idea to use some "tentacles-like" sectors protruding from the wall to the ceiling/floor of the room to give an interesting effect to the wall and merge it with the rest of the space (just like your second screenahot but a little bit more thin and long).

 

On the other hand an equally cool effect can be obtained by just removing a couple of bricks from the wall and replacing them with that texture (with proper indentation) and, if you want to make it even more realistic, add those fallen bricks to the floor near the broken section of the wall.

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A few of my attempts at fleshy details.  I plan to do a butt ton more in the map the first screen is from and expect they'll take a million years to get right since they use a lot of concentric/adjacent sectors of sine-gradient heights to get that curve to them.

 

Screenshot_Doom_20210408_161254.png.9a1e4364ae6d20ffc0721d0c66ed0663.png

 

Screenshot_Doom_20210408_161344.png.f68ff5e40802d8b4e98f724806e09e1f.png

 

Screenshot_Doom_20210408_161401.png.1f7408e7aa65a4ff012d0296d93d610b.png

 

Screenshot_Doom_20210408_161423.png.a52470d79c1e9a1b33c7b1b9bc1cd11f.png

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