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Guides On Creating 3D Game Environtments

polycounter lvl 18
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SyaPed polycounter lvl 18
Hey all,

I was wondering if there are any comprehensive guides on creating game level environments from start to finish? I'm pretty brand new to the subject and it's techniques.

Here's some examples of the kind of environments I'm hoping to make,
http://www.laserlemming.com/wp-content/uploads/2012/12/namcobandai_Screenshots_3983339633At_Ni_no_Kuni_01_Normal_Resolution_copy.jpg
http://legacy-control.com/wp-content/uploads/2013/02/Ni-no-Kuni-2.jpg

My basic understanding is that for larger terrain type pieces you paint them with blended tiling multi-textures, then place traditionally textured props and scenery on top of that. And then bake light into the whole scene with the editor and lightmaps?

In that first example there's a small brown cliff on the left, would that be a unique prop or is it built into the terrain? It doesn't look like it's painted with the typical directionless tiling maps. Any neat tricks to blend unique props into large terrain seamlessly?

I'm working on an endless runner inspired game for mobile. We want the environments to feel more open than the typical cramped pathway setup. Our plan so far is to have a dozen or so "trays" 100m x 200m that can interchange with each other. These will provide large scale terrain variation and then we'll randomly spawn medium and smaller props on those to mix it up further. I have a feeling randomly placed props won't work, I envision lots of weird placement and intersecting.

"trays"
k27fp.jpg
Bad render of rough mockup in max
11kjqk8.jpg

Any advice on how to approach this much appreciated!

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