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1st try with 3d level modeling

Started by March 07, 2005 12:46 AM
1 comment, last by m4d3c1ips3 19 years, 11 months ago
This is just a demo level I put together for the team to test out their input and graphics. I didnt put any lights in it, but you can still get an idea. Took me about 3 hours to complete. http://i2.photobucket.com/albums/y17/Mantle/DemoPIC10.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC9.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC8.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC7.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC6.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC5.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC4.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC3.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC2.jpg http://i2.photobucket.com/albums/y17/Mantle/DemoPIC1.jpg
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Lighting
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Well, when it comes to level design lighting can count for a lot. It's a great way of adding detail and contrast with very low costs. Besides, it'll be a nice challenge so I suggest you try it anyway.

Texturing
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You could also do with addressing the texture mapping as there is some nasty stretching going on. Are you using something like 3DS Max or is it your teams own tool? Furthermore, if you made the textures yourself you might want to address some of the rather bright colours. Admittedly, we've no idea exactly what sort of style you are going for, but right now it feels a little lost in it's desired direction. Bring down the contrast between individual textures but increase the contrast in the textures themselves as they are looking a little washed out.

Geometry
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Again, hard to comment on without any great knowledge of the engine/limitations you are working with but I'm willing to bet you can get a bit more in there to smooth off some of those sharp edges and to add some more variation. Remember, walls do not have to be straight and rooms do not have to be square.
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Lighting: Add lighting. Please. Some shadows, dark corridors, lit hallways, etc would do a lot to make it less bland and stand out more.

Texturing: The textures need work, definately. It looks to me as if you grabbed some random textures off google image search and slapped them on there. Try making your own textures. I'd suggest only making very slight differences in them, as opposed to a granite wall and what appears to be an adobe column.

Geometry: Square rooms make you a square. It looks as if this was done with as few polys as possible, which with your engine might be what needs to happen, however I would spend a little more time on details.
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