Level design process 1
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Uploader Comments (runnerelf)
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All Comments (10)
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Very nice level design! Not boring, very detailed, lot of stuffs, nice job!
Can you tell me how to generate lightmap in 3ds max to an other mapping channel?
I didn't find any useful tutorial about it yet :S
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yeah!.. really cool.. i hope we'll have a demo to download and test.. Good job!
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Cheers! I hope we'll get a prototype of the game made during this autumn. More detail coming :)
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looks very nice, one question - how does ogre export plugin deal with lightmaps, does it build them itself or 3ds does it?
SurroundType 1 year ago
@SurroundType
The lighting was rendered in 3dsmax. You'll also have to make the ogre3d materials for lightmapped and vertex-lit objects.
runnerelf 1 year ago
If you add audio this could be an awesome 3DMax + Ogre 3D tutorial! Very impressive work! :D
jorgeerosa 2 years ago
Interesting idea, I'll see if there's a gap for such a tutorial. I couldn't find one anyhow :)
I suppose you mean audio commentary instead of game environment sounds. But yeah, let's see when it gets finished. Thanks for the comment :)
runnerelf 2 years ago
The background work very well, enough "parallax-layers" and good looking. Like the idea that you present the difference with Ogre from the playing perspective instead of just rolling some model in Max. Although the stuff doesn't seem too modular - will it be unique custom models all the way?
randomukko 2 years ago
Thanks, it is fairly modular because parts of the main geometry can be easilly copied and modified to form new parts. I'm using XRayUnwrap so unwrapping stuff again is fairly effortless. All the props (rocks, pillars, boards etc..) are just duplicates but they're combined later to form a single mesh and can be edited to some extent after that. Of course these prop clusters can be easilly copied to different places again.
runnerelf 2 years ago