Designing a game level
Hi everyone, I have queries about designing a game level. 1. The gound/terrain is large and I was planning on applying grass but ofcourse thje grass will be too stretched, therefore how do I place the grass on the terrain and still maintain the grass detail on each polygon. 2. If I wanted to include trees, buildings and plants do I just drop them onto the ground mesh i.e. I build all the models in the level separately them bring them together to form the final level? If you have any pointers to good websites and articles please tell me. Thanx.
1+1=11My websiteMy journal
these extreemely noobish questions should go along fine in my thread
for question 1, i believe the key is 'tiling', so you tile the same texture over and over on a mesh which is your land, but somehow youll need to make it look random as it can often look like a ugly pattern
for 2, you creat the land separated from the objects (prehaps known as props), and place them on the land
sry but i noob so maybe i am wrong... some pro will correct me soon
for question 1, i believe the key is 'tiling', so you tile the same texture over and over on a mesh which is your land, but somehow youll need to make it look random as it can often look like a ugly pattern
for 2, you creat the land separated from the objects (prehaps known as props), and place them on the land
sry but i noob so maybe i am wrong... some pro will correct me soon
__________WIPCurrently learning 3dsmax modeling and C++ programming for my game. Advice and comments are wanted
Depending on if you are an aspiring artist or programmer this thread should either be moved to one of the programming sections or the visual arts section in the forums. For the most part though, dudethedreamer answered you questions. If you want to maintain a high level of texture detail across a large surface you need to tile. You can probably do a search here at GameDev or on other art sites such as highend3d.com and cgtalk.com to find tutorials on tiling and creating terrain. The terrain itself can be created either using a heightmap with various textures masks or with static meshes, which are created in seperate modeling applications such as Max, Maya, XSI, and Blender. Any non-animated object that is not part of the terrain is basically a static mesh, which is also created in Max, Maya, XSI, or Blender. There are dozens of modeling and texturing tutorials on the web if you're willing to search for them.
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