we wanted to make a simple game project, and I was responsible for the environmental and assets making... I am just a modeller, but not a environment artist... These were some of the shot I ended up with , with some downloaded models... I know that was a disaster.
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okay back to the point, after 6 months, I am starting the maps over again... I have watched the tutorial "terrain design in cryEngine".
Can anyone refer me some more links to a good tutorials on
-environment design
-blending between the assets and the terrain better.
-anything that would make a map look better.
thank you... will be waiting for you responses
Replies
Pretty important to see images to help you out if ya ask me .
Try uploading your images to an image site, like photobucket or flickr, then post a link to that.
- You MUST have reference if your going to do it right. Dig up images of other games and just copy portions you like, Also look at FLICKR for terrain photos.
- study in those pictures how terrain has things that go from BIG to tiny. Big Cliff to med boulders to small rocks to tiny grass to flat dirt.
- Your only going to get a few textures so make them count. redo what you have until it looks right. you'll redo it 10-30+ times based on schedule.
- Tilling textures are a bitch!.. start with a noise texture, get it to tile over the whole map. then make the black a greenish dirt and the white the vegetation. if you want to get advanced... use the noise as a MASK. and then make smaller TILING noises, one as dirt and the other grass.
- look into making cliffs ,boulders and rocks separate models. one of your terrain textures should be a transition texture between the rock model and grass/green texture. also use it to blend with the road / path.
- Buy a program called WORLD MACHINE, it will help a lot. you'll see when you open it.
- play around with VUE if you have time, it has some helpful features.
But one thing you might want to try is to divide the different areas into its own district instead of one giant land mass. This way you can customize each district to be somewhat unique. Then you can connect areas with maybe a wood bridge... rock bridge.. etc. instead of it all being dirt paths. Might be easier to manage too. More detail on the ground like grass tufts and stones along the paths. Also i would put the temple area at the highest elevation, this could also be used as a landmark. Land marks are good to have so players kinda know where they are in the world.
Hope this helps
@bk3d: yes this time, I am spiting 1 map into several small maps.. my system will also feel better..
This one, I dn't got it, noise texture, black a greenish dirt and the white the vegetation, noise as Mask.....
Can you do me a favor of explaining them bit more ? that would be great ..
also anything on HOW DO WE BLEND THE MODEL AND THE TERRAIN,. my models also seems popping out instead of blending well...
Accent colors (lightning bugs, flowers, birds, butterflys ...)
Trail markers
Trail signs
Small camp sites
More foliage
Places of rituals (alters, burial cross, shrines,...)
Scattered bones
Fallen trees/logs
You need large, medium, and small stones
A more brown path since it is so wide
...
These latest shots are looking much better than when you began, keep it up!
1 question, how can we achieve something like this
mountain with heavy tress without increasing too much polycount. using of texture doesn't seem right . so how is that done ?
Here is the new map , I worked on .. What do you think ?