My name is Dylan, and I am currently studying a ED Games Design Level 3 course. I am currently in the second year of this course, and our project is to create a level in groups. In our group, we have decided to create a zombie level. Bear in mind the following work that I will show are works in progress, and we have only been using Autodesk Maya and UDK for a short while. Please provide any constructive criticism that we may use to learn and get better
The level is based in a local city, except a few years from now. At the moment, we have basically blocked out the map so that we can plan where everything is going. We have yet to revise certain parts of the map.
Thank you!
This is the top view of our map.
A 3D Onlook on the layout of our map! (The little ending bits where it splits off into a T then ends is where the player won't be able to see. There will be a barricade stopping the player, for quarantine)
One of many low-poly models that will go into our level, this one is a lectern for use in a church that I have yet to finish.
More will be posted as the team and I work on the level, so please post what you think!
Thanks!
Replies
Main criticisms I would say is to plan a level before you start creating stuff from the ground up, meaning RESEARCH. Your city layout is literally a few straight lines crossed rather then that of a city layout, and theirs no difference in height in any landscape.
Look at these typical city layouts:
Your Low poly models are very basic aswell, try to define the form abit more, make some extrusions to add detail; look at the model and see where it's "blocky" can this be more defined? The topology of the model isn't too good either, at the moment its 6 sided; and although this wont deform it will cause issues in a game engine:
Topology Issue:
Topology Fix:
Hope this helps a little
Good luck
Thanks for the topology issue! I actually really didn't notice that until you pointed it out for me, so thanks for that! I'll keep an eye out for more of those in other models.
As for research, research was kind of slim and our teams weak point, I will admit that, so I will get the team together and have a word with a few of them - I agree that it seems very linear at the moment, but we really wanted it to be simple yet playable. Perhaps we could find a way to add some hills or something to slow down the pace of the game? This would also allow us to make the part of the city more realistic.
Again, thank you for the advice.
@C
Good luck with the project!
Creating the world, a lot of the blocks you see on the map will be plain BSP brushes - Buildings you cannot go in. Since we have a limited team and very short time to do it, we will be making just a few buildings that you can enter. These will hold very important clues about the level so that the player will need to explore.
By modular assets and tiling textures, could you please explain what you mean? Thanks!
Research!
If you don't know what modular assets are your screwed!
basically imagine a building made up of several pieces; maybe a balcony, maybe a particular brick wall or a chimney... if you make them "modular" this means in parts that can be used over and over to create several buildings that although look different contain the same parts used;
Examples;
http://2.bp.blogspot.com/-YaHs7CYmyN4/TgSewtFOy8I/AAAAAAAAAX4/rZxKr9tPesI/s1600/Cambridge_Mod_B.png
Sorry for the double post, my laptop crashed
There is some great information (I've actually just linked in another thread) on the polycount wiki:
http://wiki.polycount.com/CategoryEnvironmentModularity
These specific ones might be of benefit to you guys:
http://www.chrisalbeluhn.com/Building_Layout_Guideline_Tutorial.html
http://www.thiagoklafke.com/modularenvironments.html
http://wiki.polycount.com/ModularMountAndBlade
Hope that helps! Good luck to you all for the project, looking forward to seeing how it progresses.
Thanks for the links! I'm sure these will benefit my team greatly, so your help is much appreciated.
At the moment, I'm working on getting a scene ready with the work I've done, mostly untextured for now. It's going to be my main part in the project - A small church. Not going to be a cathedral I'm afraid, just something small but hopefully will benefit the level a lot.
You can have triangles too! Hence why I chose there.
I suggest you UVW map that lectern rather then automatic/planar map it.
If your a beginner, and new to UVW mapping, try external sources rather then that MAYAs ability...
- Roadkill
- Headulus
- theres plenty more
When i mentioned about it being less blocky... I mean you can tell that its a 3D model... you should be trying to convey a shape/form arcoss that makes it beliavable, and the polygon limit you have there (276 tris) is quite low.... add more definition, use bevels and extrusions....
Quickly roughed out an example...
The model looks plain because the look that I have gone for is quite plain
This is the look I went for, the only bad part is that it is a behind view of the lectern, so I then assumed that it would be the same at the front, and added my own bits. At the top of this lectern it goes straight flat, in my model I decided to have it streching. I mean, I guess I could make it flat. Let me know what you think
(Note - The reason it looks round and the amount of tris it is is because I have already beveled it, a second bevel turned it to 1000+ tris and looked a little rounder but the same.)
Well then if its such a simple form, zbrush it add some woodgrain..
Lecterns usually have a compartment to the front, or drawer of some sort to hold bibles, or documents..
http://www.jm-av-furniture.co.uk/shopping/product_details.php?id=411
ps. do you go South Notts college? I'm sure i saw an idea like this at my college just before christmas.
Yes, I do go to South Nottingham College - I am the leader of Team Elite
The idea behind the story is that it's been only a few weeks since the beginning of the apocalypse, so it's relatively fresh.
Also, an update on my lectern. I don't really have much time to learn Zbrush, so are there any upgrades I can make on Maya for it?
And a first attempt on a weapon I made last year.