Not much to crit yet. I'd work on the shape of your landmass a bit. Right now it looks like a melty icecream cake. Sharpen up some of the edges, and define the shape more. Add some height variation to the playspace, etc.
Is all the missing area going to be water or something?
you could vertex paint, or assign different blocks of polys to different textures, and then use a 1D tiling decal around the edges to blend them.
some background would be cool, like what kind of game- what the programmer hopes to accomplish etc etc- with that said the land mass looks like someone took a cookie cutter to a chunk of land mass and dropped it in the ocean. would be more intresting if you tried to make it look more like land was pushing its way out of the ocean, creating beaches, and some mound areas, as opposed to a small cliff wall around the whole thing. def keep some of that cliff in areas though.
also see of your engine will support vert alpha blending/ this would be really cool to apply to the verts on the water where the land intersects.
this would make it so there isnt a hard line transion where the water gets cut off by land.
good first step towards a better land mass, but it's not as much progress as you might think. Keep going, it'll shape up.
by 1D Tiling Decal, I mean a texture, that tiles in 1 direction (horizontally) matches one of the underlying textures (grass?), and is applied, tiling, on a strip along your two adjoining materials (say grass and dirt) to blend the two together better.
I can make up a demo later if I'm still not being clear.
Explain where you're going with this dude, I'm kinda curious. My brain is trying to connect the dots and all i'm coming up with is... some guy is stranded on a desert isle and is too lazy to walk around the S curve to get from one point to the other... so he builds bridges. problem solved.
you can cut out a lot of the polys on the land. Bridges look solid.
sorry for not make it more interesting quite yet. but this is just a quick test level, after this ill be remaking a similar, bigger level thats more interesting, your crits havent gone unnoticed
Replies
Is all the missing area going to be water or something?
you could vertex paint, or assign different blocks of polys to different textures, and then use a 1D tiling decal around the edges to blend them.
also see of your engine will support vert alpha blending/ this would be really cool to apply to the verts on the water where the land intersects.
this would make it so there isnt a hard line transion where the water gets cut off by land.
tumerboy: whats a 1D tiling decal?
NEW:
Ill give some background info soon, for now ill just work on what you guys have said
by 1D Tiling Decal, I mean a texture, that tiles in 1 direction (horizontally) matches one of the underlying textures (grass?), and is applied, tiling, on a strip along your two adjoining materials (say grass and dirt) to blend the two together better.
I can make up a demo later if I'm still not being clear.
you can cut out a lot of the polys on the land. Bridges look solid.
Keep it up!
sorry for not make it more interesting quite yet. but this is just a quick test level, after this ill be remaking a similar, bigger level thats more interesting, your crits havent gone unnoticed
Its just something small so we can get ingame to get everything together.
It's hard to crit when we don't know what it's fuckin for!