Organic arhitecture
Organic arhitecture
Does anyone have any tips on making a level look organic (that is, the corridors aren't blocky) and still be easy on rendering?
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Re: Organic arhitecture
There are many mapping/modelling techniques for that .. too many and too complicated to explain here and now. I suggest you google for tutorials and other documentation of the software you are using.
Re: Organic arhitecture
Use static meshes. BSP geometry cannot be concave. It must be convex. The best way to do this is to use the BSP to make the "shell" and use static meshes to detail it.
Many Bothans died to bring you this signature....
Re: Organic arhitecture
Bumpmaps will allow you to add texture and depth to the walls without much work.
Re: Organic arhitecture
...but only if there is light source.
One of the best ways to add atmosphere to a level (and then the palyer will not notice anymore that the corridors are blocky) is to add lights at the right positions. For what else do we have lightmapping?
One of the best ways to add atmosphere to a level (and then the palyer will not notice anymore that the corridors are blocky) is to add lights at the right positions. For what else do we have lightmapping?
Everyone can see the difficult, but only the wise can see the simple.
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Re: Organic arhitecture
Thank you for all of your help, it is most apriciated.
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56