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moraldi DeleD PRO user
Joined: 08 Sep 2005 Posts: 112 Location: Hellas
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Posted: Sat Aug 07, 2010 6:05 pm Post subject: Building outdoor environments |
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Hi guys,
I want to build an outdoor environment but, using the DeleD, I don't know where to start. I've completed the following sketch:
As you can see I need to build 4 low poly islands without the use of a height map.
Each island must have some hills, areas where the player have to follow a road to reach there etc.
A. Can you advise me for a method to start build such an environment using the DeleD? (a small tutorial would be a great help for me!)
B. Do you know where I can find resources in order to "steal" ideas for such game environments?
My goal is 40 levels for my latest game.It is a project I am trying to finish in my spare time, just for fun
Thanks in advance. |
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Sat Aug 07, 2010 8:57 pm Post subject: |
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Hi Moraldi,
I would suggest using a grid for the islands. You can manipulate them just like any other poly to make your hills and such. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
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Nocturn DeleD PRO user
Joined: 08 Aug 2004 Posts: 635
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Posted: Sun Aug 08, 2010 7:28 am Post subject: |
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Yeah, depending on how detailed the islands should look the grid object with the magnet tool is possibly the best way to do this in DeleD. |
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AWM Mars Member
Joined: 06 Jan 2010 Posts: 1195 Location: Wilts England
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Posted: Sun Aug 08, 2010 9:40 am Post subject: |
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Depending on how you host these levels, you may want to consider making the islands as individual models, rather than create all the islands into one build.
As already suggested, using the magnet tool is probably going to be your greatest asset. Depending on how many polygons are in your grid, willl determine the resolution/smoothness of your hills etc.
You can however, use a low polygon version of a high polygon mesh, to hang a high resolution material over it.
Search for XNormals, that will give you some idea. _________________ Politeness is priceless when received, cost nothing to own or give, yet some cannot afford.
Checkout:
http://www.awm.mars.yourinside.com/
http://www.bccservices.co.uk
http://www.localtradecheck.co.uk |
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moraldi DeleD PRO user
Joined: 08 Sep 2005 Posts: 112 Location: Hellas
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Posted: Sun Aug 08, 2010 11:24 am Post subject: |
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Code: |
...you may want to consider making the islands as individual models... |
Exactly.
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I would suggest using a grid for the islands |
I still don't know how to start with a grid object. Do I have to select individual faces and then extruding them up in different levels or tweaking the vertices?
It seems difficult to me to give a more natural shape having a mesh like this one above.
I would be satisfied if the total number of triangles could be less than 15.000 |
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harper Member
Joined: 19 Jul 2007 Posts: 283 Location: Hamburg, Germany
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Posted: Sun Aug 08, 2010 12:37 pm Post subject: Islands |
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Hey Moraldi,
take a look how i built my island, you know it:
Make a poly, split it sometimes (here it is only 16x16), and use "magnet"
on some vertices:
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moraldi DeleD PRO user
Joined: 08 Sep 2005 Posts: 112 Location: Hellas
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Posted: Sun Aug 08, 2010 1:53 pm Post subject: |
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thanks Harper, this makes things a little bit more clear to me.
Could you please give some details about texturing? How did you get smooth transition between dirt and grass. |
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harper Member
Joined: 19 Jul 2007 Posts: 283 Location: Hamburg, Germany
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Posted: Sun Aug 08, 2010 4:30 pm Post subject: Kot of work |
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It seems you are a week-end-worker, like me!
Oh, yes, the shore-texture. I used 3 textures: 1. grass, 2. sand, and 3rd i made a "transition" from grass-to-sand-texture. When you modelled the island in the form you want, add a water-plane, and then split the polygons near the shore-line as needed and fill them with this special texture - and rotate them to look correct. |
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moraldi DeleD PRO user
Joined: 08 Sep 2005 Posts: 112 Location: Hellas
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Posted: Sun Aug 08, 2010 4:43 pm Post subject: |
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It seems you are a week-end-worker, like me! |
lol, that's right!
Thanks for the tip about texturing. I just wanted to be sure that I am in the right way... |
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