Awesome work on the city Tucho, looks rock solid! :D I'm quite busy too with a pixelart style metropolis scenery, but I'm struggling with textures and modular placement of things...
@AndrejGrek: I really love th style and the technical solution of that environment; it's so damn modular! :D The only downside IMHO are the shadows under the guys: they are so dark that they blend with trousers. :)
Arakich, If your gonna stick with the big orange flames, I'd suggest trying with billboarded alpha planes, and make it out of little modular balls (which would be good for animation too).
Spug, you've read my mind good sir. I was definitely toying with the idea of making it modular and I could definitely cut the base/tree texture map down to 512. Thanks for the feedback!
I'm seconding that opinion. Where is the stretching? Also... Yet another barrel! 3 of them! The one with the cork clocks in at 504 tris and the ones without corks clock in zt 480. All share a common 1024 map. Why 1024? I plan to add more modularity.
Hey dudes. First time posting here, but I have been looking at all this stuff for years. working on this Mobile game and doing some exploration. Feedback would be awesome. I'm going to change the scale of the rocks on the modular piece into more vertical larger rocks. The small ones were rushed and look out of place.
thanks :) these are just temp graphics, most of the work so far has been sunk into making a random level generator and getting all the modular pieces to appear in the right place. It's a bit more work than I thought it would be! anyway yeah hopefully I'll be releasing a new one soon, once I get navigating the ship nice and…
cool. looks like something out of front mission would work better if you broke up the model into modular parts though, then you could use the same texture for different shaped buildings the triangles you used for the stairs could easily be used to break up the building face into blocks, then use 2 tris for the stairs, as…
This is something I've been working on here and there for a bit, trying to do a Modular FF3DS style scene, DS polycount and texture limits. Entire scene uses a single texture 512x512. Currently only around 50% of the texture is used up at this stage though. For now things such as the bar are a little too similar to the one…
Thought i would have a crack at doing one of these modular environments... I think i ballsed it up with the vertex bake, but im going now and cant really be bothered tweaking it :) Took roughly about 2 hours, i'd like to spend more time on it but i just dont have the enough of it free:/ Its made out of a few different…