Adding detail to levels
Hello all,
Been a while since I've been on the forums again, but I come back with a question. I've looked a little in the gamedev.net references and still haven't really found what I'm looking for. Maybe I missed something or maybe it isn't there. Do any of you have any articles or pieces of advice for adding details (small or large) to a level? I've finished the basis of the level as well as textured it, but now I need to add the details. Any suggestions or points in the right direction are greatly appreciated...
I haven't found anything here either on this, I would be fascinated to hear what answers you get. *sits in corner and listens*
_______________________My computer stats:Xcode 3.1.2Mac OS 10.5.8---Visual C++ 2008 Express EditionWindows XP---NetBeansUbuntu 9.04---Help needed here!
So you have the base of the level but need filler details?]
Well, since i know the theme of your level i can give you specific examples.
Try adding pipes, vents, barrels, boxes/crates (metal), maybe solar panels, a cylindrical building for some imaginary use like storing water/power/whatever, rails, assistant space vehicles, ground and wall decals for things like grudge texture to breakup the tiling textures to things like surface markings like painted signs and lines...etc.
To give a more general list for other people:
1.)Large props that are themed for your level, like themed buildings.
2.)Medium sized props also themed, like animals, vehicles, medium sized props.
3.)Small props, like crates, barrels, whatever have you.
4.)Decals, decals add detail. You can use them for wall paintings, painted lines on the walls or floor...etc. Or go the grudge route and use them to add grudge and dirt to an otherwise clean environment, and use them to breakup the tiling of your base texture.
Well, since i know the theme of your level i can give you specific examples.
Try adding pipes, vents, barrels, boxes/crates (metal), maybe solar panels, a cylindrical building for some imaginary use like storing water/power/whatever, rails, assistant space vehicles, ground and wall decals for things like grudge texture to breakup the tiling textures to things like surface markings like painted signs and lines...etc.
To give a more general list for other people:
1.)Large props that are themed for your level, like themed buildings.
2.)Medium sized props also themed, like animals, vehicles, medium sized props.
3.)Small props, like crates, barrels, whatever have you.
4.)Decals, decals add detail. You can use them for wall paintings, painted lines on the walls or floor...etc. Or go the grudge route and use them to add grudge and dirt to an otherwise clean environment, and use them to breakup the tiling of your base texture.
-------------------------Only a fool claims himself an expert
I basically agree with everything Jarrod1937 had to say...when I do levels and am looking to add some detail I generally add things like pipes, chips on the corners of buildings (geometry), maybe some grass sticking up at the edges of where a sidewalk would meet a wall, etc.
Always a big help Jarrod, thanks a bunch man. In addition, I've added many things of this sort and more. I will be doing the decals and small posters on walls last, however, I have also just learned something in doing this process myself. Adding separate paths to places or whatnot can even help a bit. Like for instance I just added a catwalk to a place that wasn't even intended to be accessed in the first places. Even adding places of cover from a "hot spot" in your level. Like if you have a sniper's perch maybe adding some sort of wall in a place a sniper would check would be a great idea. In addition adding even fine details to things that may not even be looked at that often is a good idea. I once read today when I was researching that it's the fine details players don't often see that make them great levels, not the big ones. Any more thoughts are appreciated, but I've gathered my fair share for today on level details. Thanks a bunch guys!
I'll attach a few renders. I've been detailing quite a bit so some of it may look pretty detailed. I am yet to put boxes and things inside the warehouse (big building in the back) and I will also designate the bottom as a place to house generators, compressors, and other wire filled gadgets and things. The theme is basically a small hydroelectric power plant, that's pretty old and worn down. The images below are in order from oldest to newest.
Oh, lol, when i gave you those suggestions i thought you were working on a space station. Were you working on a space level at one point or am i thinking of someone else?
Though, i do have a suggestion for you. I can already tell you're focusing a bit too much on the "big picture." Try going in really close to the level, at the player view (use the arrow keys in max), and move around. You'll find, that while you're fine on the overall feel of the level, your "player view details" are lacking. Remember, you should add details, from large, medium, to small. From what i can tell you're doing good with the large details, have started adding some medium ones, but are lacking in the player view small detailing. At least atm.
Though, i do have a suggestion for you. I can already tell you're focusing a bit too much on the "big picture." Try going in really close to the level, at the player view (use the arrow keys in max), and move around. You'll find, that while you're fine on the overall feel of the level, your "player view details" are lacking. Remember, you should add details, from large, medium, to small. From what i can tell you're doing good with the large details, have started adding some medium ones, but are lacking in the player view small detailing. At least atm.
-------------------------Only a fool claims himself an expert
To expand a bit on what Jarrod1937 said, you should add details where they're actually seen. If the player never enters the room, then those pipes are a waste of time and resources. If the player never comes close to those circular generator-like things on top of the roof, then making it so smooth is a waste of polygons. And if the player is being chased throughout the level, it makes more sense to spend time adding more area to the level, as the player probably won't linger around to notice all the small details.
So, it depends a lot on how the level will be played. Can you elaborate some more on that aspect? Also, do you have textured and lit screenshots? A greyscale shot doesn't always reveal the theme very well.
So, it depends a lot on how the level will be played. Can you elaborate some more on that aspect? Also, do you have textured and lit screenshots? A greyscale shot doesn't always reveal the theme very well.
Create-ivity - a game development blog Mouseover for more information.
Quote: Original post by Jarrod1937
Oh, lol, when i gave you those suggestions i thought you were working on a space station. Were you working on a space level at one point or am i thinking of someone else?
Someone else man... haha, not a problem though!
Quote: From what i can tell you're doing good with the large details, have started adding some medium ones, but are lacking in the player view small detailing. At least atm.
Thank you, always good advice. I feel too that I'm doing pretty well on the bigger things. But yes, maybe smaller things like small explosives, boxes, small gadgets, posters, trash or papers would help a bit...
Quote: Original post by Captain P
So, it depends a lot on how the level will be played. Can you elaborate some more on that aspect? Also, do you have textured and lit screenshots? A greyscale shot doesn't always reveal the theme very well.
Sorry, no. It's not textured and lit at the moment (otherwise than the light for renders), I will do these after all the geometry is modeled. Current poly count is 6,450. To answer your question though, the entire level will be played and available to the player.
Thanks a bunch guys. I say that most of the things people are saying about this can be used for future reference, so don't let this article be just for my help, use it for your own. Good suggestions, if you think of any more, just post them...
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement
Recommended Tutorials
Advertisement