Inspired by an Andrew Price tutorial where he creates a tunnel scene. Figured I would take a stab at making my own version after watching the video. It is really empty and lacks good detail but over all I was happy enough with how it came out given I didn't spend too much time with it. Rendered using the internal render engine in Blender 3D. The thing that really made this work came from the compositor inside of Blender.
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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