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Doors
Published Sunday, 15 February 2009 by DocFik in

heres a quick together shot, to show how we can ultimatly mix the unripped and torn together to give different varients ( first door only atm )
Ok been thinking and planning things to break up the old tile and instances of objects.
Doors playing a big part in a Quarantine situation i started there. Im thinking to design 1 door sized sheeting, so that we can mix different ones with each other for double doors an such.
These are just quick to get general ideas down please do suggest any ideas on this, we can mix these with floor debris and decals to give better feeling.
Again the sheeting is quite clean, no point concepting the grime, can play with that when the models are up and running.
Decals aswell like red 'X's will b cool, for "dead rooms" an such, because with decals, and minor objects an sheeting, we can really reduce our work load and also improve the feel!
Ok heres my ideas for the "shrapnel" of the level.
- Clutter should be designed for general floor scatter, and for room edges
- Things that would be present in the area
-- Leaves
-- Cans
-- Scrumpled paper
-- Leaflets
-- Glass
-- Yellow tape
-- Chair piles
-- Anything wall mounted can be pulled down
We need to make sure we dont go crazy with debris, small amounts but well chosen is the best route.
We also need to define a little more behind the idea of this level, yes Powell will throw a fliddy if we get to bogged down in the "story" but regardless of that the REASONING behind things need to be there,
whys this there, or why isnt it etc etc
Also for debris
--flooring pulled up, different types, general rule behind these random clutter is 3
--- 3 piles of objects re-arranged to make it different, we have ways of making it all cost the same texture wise with some techniques we got from the Eat3d DVD
--- The piles all need ambient occlusions, infact all objects need to have them, saved as a seperate TGA so that me and dan can work some unreal magic on them.
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