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What methods are there to approaching 3D platformer environments?

TheBaldNoob
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TheBaldNoob polycounter lvl 2
I'm aiming to have a little personal project where I build a small 3D platformer environment.  But I am not quite sure on how I should approach the world building side of things. Please keep in mind I am relatively new when it comes to level design and world building. So I might not make much sense as I am trying to piece things together.

I am currently using UE4 and the landscaping tools don't really seem to suit a platformer type game such a Spyro the dragon.  These types of environments are more like isolated hubs.

Breaking it down, what I got so far is I need to make the ground planes to make out the level (places to jump, general ground, under water) then build on top of that as you would any other game world.

But going about this confuses me a little as it'll be my first time using mesh as a base landscape. The part that confuses me mostly is when I import the floor, how do I treat this as a landscape where I can paint my textures onto it while keeping the same amount of tiling on each individual platform.  (for example, base floors texture needs to be the same as an elevated platform above it) is this where texal density comes into play? how do i go about uving a mesh to act like a landscape?)

I hope you can understand how I'm trying to gather my thoughts and give some advice on what I need to look up and try out.

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