Wednesday, April 1, 2020

3D Reflection 40 - Building my level

Using my assets, both textured and untextured, I started building the level from the Hero asset room. I used my character test file as the character mesh and textures were already imported, and I used a screenshot of the group level as context. As we were no longer doing the project in groups I found that I had to use close reference from my original level build instead to replicate what I made in the group level.


Original level screenshot

Fresh level


Arranging the ceiling kit


Adding the upper walls and ceiling lattice.


I tried to keep areas of each room seperated into folders for locating them more easily, e.g. Main room floor, main room ceiling etc.


I tried out different arrangements of trees, using my 2D work as reference.


Placing papyrus in the pond.




Adding another tree and papyrus in the soil.


Building the walls using wall pieces and dressings. I used the sandstone substance designer texture as a stand in for wall texture while I was building the room. 



First implementaiton of the cloth


Adding foliage around the base of the trees.






Creatinge the upper walls and windows.


Applying the ceiling lattice. Unfortunately the ceiling lattice did overhang a bit, but it was not enough that the textures seemed wasted.



I experimented with hanging ivy from the ceiling lattice, but as the ceilings were so high it was barely visible from the player perspective on the ground and so seemed like a useless effect.



Instead I placed the ivy around the door frames and hanging from the door trim.





I tried to make my room fleshed out by adding the props. I arrnaged them in a way that suggested there had been a raid or some sort of fight in the room, where cushions and vases were scattered around and objects had fallen over.





I also tried out adding some bricks sticking out of the columns, but depending on how I texture these I may or may not remove them later on.


At first I found that the tables were far too large compared to the player height, and so I reduced the size of them.



I then crafted the L room, starting with a door piece. I experimented with placing statues ar rhe sides of the door, but This arrangement changed as I progressed to make way for the hollowed walls with the statues inside them.



I placed the window trims and the accompanying alpha above the windows.


I had trouble fitting the floor parts in with the rest of the L room, as the texture did not match the shape or feel of the room. This is something I will remedy.



I placed in a mixture of broken and chipped columns to dress the walls.




I then started to dress the L shaped room with my props. I placed an Osiris statue down at the end of the room between two tombs.


Using my 2D I altered this a bit and placed a canopic chest underneath the statue. This also gave the room a point of interest.


I placed tombs along the edges of the walls near the hollowed out sections of wall evenly, and scattered some vases near and around them.



I added the star painted ceiling, and used a stand in point light to see the underneath properly.



I also used the end ceiling caps as dividers along the ceiling. I experimented with placing cloth in the room, but soon scrapped this idea and placed stacks of bricks there instead. This indicated that perhaps there was something build or going to be build, and that a raid had interrupted and destroyed parts of the tomb room.





The next and final room I built was the corridor room. I placed columns along this and wall dressings, as well as the ceiling lattice that I had used in my first build in the group level. I still like how the ceiling lattice looks here as it adds a new type of lighting to the room. So far there was a good progression of light changes, from the light corridor, the medium lit Hero asset room, and the dark gloomy tomb room.



I dressed the corridor with loose bricks and large plant posts, using a combination of the foliage and lapis and gold pots.



I created a fallen column near the end for visual variety.


Finally my base build was complete. I like this version a lot better than my first few versions, and with the textures I was able to visualise the outcome better.


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