So I need to create a level for an Iphone game. It'll just be a test level and I need to make an island. Here's the top down view:
Green for grass, blue for water and the other bits are beach.
So how would be the best way to go about modelling this?
And then what about texturing? I imagine i'll have 3 base tiling textures; grass, rock cliff edge (for around the edge) and the beach sand texture. How would I apply those textures to the mesh in the right area?
And I'd also want another texture for like car tracks, id apply that as a decal right? How do i do that?
i
really need help and definate answers here, please.
Thanks
Replies
The road can be a mesh on top of the terrain, cut away the polys underneath to prevent flashing. Blend the edges into the dirt/grass/sand.
You can do the entire terrain as an elevation map. Depending on the app you are using, apply it as a deformation and there you go.
Deformation maps (black and white images, black being flight, and white being elevated, to extrude the geometry out)
UV Texturing....now uv's can be extremely complicated, but in your case, should be really easy.
learning those 2 things should set you straight.
the water would just be a plane with a texture of water on it.
Hope that helps.
A lot of it depends on the engine.
What software are you using? Which iPhone engine? Does it support decal maps in a second UV channel?
edit: I'm not trying to be rude here but I don't understand - you don't know how to apply multiple textures to an object, or tile a texture, or create the geometry for the island? I don't see what the catch is there considering on your portfolio you've got plenty of textured assets?
http://lmgtfy.com/?q=3d+max+heightmap+tutorial+landscape+plane+displace+modifier+-shop+-buy+-dvd
boot up your 3d application and get started
- One grass tiling texture
- One sand tiling texture
- One Grass to Sand tiling horizontally texture.
That's all, model the terrain and uvmap the blends where they need to be. If you dont understand, read again what Renderhjs wrote above.
... all that said, what bloody 3D software are you actually using?
It gets more complicated when you start embellishing on that single diffuse bitmap ... and these days people WILL describe more than you need right now, so whatever anyone tells you, concentrate on fully understanding that single most basic step.
and no i'm not going to explain the first step for you cos i haven't got max in front of me and its such an ingrained thing i haven't got the first clue what things are actually called. Hit f1.
(Some people will say read the fucking manual, but as we all know, few people of a certain age and a certain educational status have never ever even SEEN a 3ds max manual)
THis is what i mean
f1 > multi-sub object
(okay. Look. Anyone who's worked with me will probably now be shouting at their monitors : what the hell you fucking hypocrite, telling people to create a multi-sub when you've spent years desperately screaming against people creating these when they don't fully understand the knock on effects. Well, yes, there are infuriating knock on effects of creating a multi-sub that propogate out into the working environment of games that use Max as their priimary level editor. But it's too late in the day, literally, to get into this now. Search multi-sub object)
make a texture with 1, 2 and 3 (grass, blend and sand) then when you unwrap the mesh, put each face on each corresponding part of the texture. Make sure they are tileable
here is a tutorial on how to apply it in max:
http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html
most engines these days support it
see what i mean? I thought it was unwelded verts or problems with the uv but both are fine. whats wrong?
Also, it's best to get your model into the game engine as soon as possible... you need to see if the engine has the same problem or not. What you see in the Max viewport or the Max render is not what you'll see on the iphone.
Ah right, well i was playing around with the vertex paint till i read your reply, and i fixed the problem by instead of painting pure white 255,255,255 or pure black 0,0,0 i painted 254,254,254 for white and 1,1,1 for black and it fixed the problem. S:
Since you're basing your blending on verts, how you optimize it, drastically effects how your textures blend.
Also the problem of texture bleeding is probably going to come up again later, probably when your textures get down sized for the final game or if the engine down sizes them when you zoom out away from the island. I'd do as Eric suggested and adjust your UV's to allow some padding. It's what all the cool kids do...
http://www.scriptspot.com/3ds-max/max-retopo
I just tried to use that script but i cant get it to work how i need it to.
2.) unzip with winrar
3.) put the "Max_Retopo.mse" file into any folder
4.) go to 3dsmax
5.) hit F11 (max script listener)
6.) go within that listener file > run script
7.) select that "Max_Retopo.mse" and hit open or run
8.) you should see the floater
thats one way to do it
so maybe you need a little bit more time to learn the tool? The way it works for me:
- 1st button click and select your high poly (the one you want to snap on)
- now create a new poly model (like a plane, then right click convert to editable poly)
- 2nd button click and now select that new poly model (i.e the plane)
- in max select the new poly model and go into some sub mode (i.e vertex mode [1] key)
- now in the retopo floater click active
each operation you do now should snap on the high poly model, like extrude, move, bevel, chamfer ....
Sorry im tired and this is starting to annoy me.
And ahh right cheers that makes sense, i appreciate the help renderhjs