Another image based on the Tokyo flood tunnels. Needs a bit more work and a some fixes but its almost there. I'm really enjoying making these little scenes and would like to keep it up. It would be great to get a new one done every week as its a really good practice to keeping the scenes small not getting caught up in the tiny details but focusing on the larger picture. A good example of that is the stairs, since I give my self 2-4 hours for these scenes (not counting render time) I kept the stairs very basic with just cubes pushed and pulled to the right shapes with little to no detail. Normally I would spend too much time getting caught up in modeling everything out as best I could...and then get bored and never work on the image again. Keeping my self on a tight hourly schedule for these scenes I am able to judge what I should be modeling and what I can just use a box or other primitive object for and moving on.
An old-school CSG inspired level editor add-on for Blender 3D. The add-on is still very much a work in progress but fairly solid for blocking spaces super quickly. Just because graphic fidelity has gotten insanely good and hyper detailed doesn't mean we shouldn't look back how older games were put together, at least that is my opinion. One thing I always come back to is how quickly the tools in the first 2 versions of Unreal Ed 2 and Doom level editors allowed anyone to block out a level, iterate on feedback or try an idea out. So I just took some time to put together a similar pipeline right in my 3d package of choice. I wanted to keep it simple and quick to try out level design ideas. You can use it for simple white boxing of your level, break it up into multiple static meshes and import them into your game engine of choice or you can use that as your starting point to start more detailed modeling ....
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