Well I think I finished the illustration of my wild man son with the family dog. I tried to keep the detailing light and did everything inside of Inkscape. Going to sit on this for a little bit before getting it printed. I figure in a day or two something is going to jumping out at me that needs to get fixed or added. Any ideas or suggestions? Let me know!
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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