100% full size view. this is exactly the level of zoom the player will be playing the level with. maybe options to alter zoom in and out can be included in future game.
Level Design in collaboration with Evil Corporation and GamesLab Wales for a Steampunk themed racing game.
Thursday, 3 May 2012
Sunday, 29 April 2012
iOS development
This is my iOS level in progress. i have chosen to build the level using top don renders of my 3-D igford level assets with many textures blended together into it all. also i will have some hand drawn areas, specially for touching up the level afterwards and putting in extra detail like ground rubble and extra foliage etc
this is a 100% zoomed in look of my level, the resolution and PPI has been taken into account and this exactly how it will look scale wise on the IPAD2 screen. it will pan across the level as the player drives.
this section again at full scale and view, shows my trees (which is the only part of the level assets so far that are not from my 3-D level, mainly because my tree i had built looked terrible and didnt fit with level very well, so i grab a few of these trees and put them in, some editing will be done and exspecially when i toon the whole design up. which brings me to my final phase of my level, when it is complete i will make the whole thing look more cartoon like through editing techniques and color editing. to give it more of a visual seperation from the realistic style of my 3-D level.
Friday, 27 April 2012
Saturday, 14 April 2012
Wednesday, 11 April 2012
Textured tree. i had problems within maya with this as the textures had transparency to them for some reason. went through many options and couldnt find a way of fixing it, turns out all the transparency options in maya were set correctly and the photoshop versions of the textures where all fine, so who knows. the result of the model when imported in unreal fixes the issue though and it looks ok.
Friday, 9 March 2012
Assets!!
Began modelling my assets for the level. as this is level design im keeping the poly counts as low as i can whilst still retaining good detail. when textured models should look very much better obviously. but for now im modelling all my assets then taking them into unreal to scale them all before i start to texture, as scaling a textured object will likely cause issues with the texture maps etc.
Various crates and boxes
Plank wood fence variations
Mineshaft support braces
Mine shaft wall planks (will connect end to end from mine support braces) broken and singles ones for detailing
Various small rocks
Set of train tracks
Wednesday, 18 January 2012
Further track detailing.
further track detailing, the route layout and shortcuts. track is subject to change as unreal planning work begins. testing see if length is sufficient, cuts and edits will likely happen at certain points. but all thats done is a good building point for my final track.
Subscribe to:
Posts (Atom)