Monday, November 5, 2012

Creating Hyperion Part 1

This is my first update on the final level creation. I will update each step of the level and try my best to explain it.

So for the past week, i have been creating the base of the level. I have been modeling the main terrain and making sure the pathways, scaling and the overall feel is there.

There are some problems while creating the base. When converting to volumes, weird artifacts will appear. There are also some limitations when creating the map.
The ray SOP has some quirks at times too.

I had to make do with the limitations and still create something good enough.

Also some of the things created in the map are not fully procedural.










Once the base of the level is done, the decorations will start.
Namely, the sculpting of the rocks and walls, creating a waterfall, foliage assets (trees, grass, vines, bushes, rocks), UV and texturing and placement of all the foliage assets.

When everything is done, the level will be exported to UNITY. then it is done.

I will be in charge of creating the base level, tweaking the level and placement of the objects in the map.

Kevin will be in charge of the asset creation like the foliage and decorating the walls and rocks.

The next few weeks will be very tough and will require all our focus and energy.

On monday, i will continue refining the base of the level and clean up the node structure. Then i will focus more on the cooling pathway/trench.

So here we go.

1 comment:

  1. "Also some of the things created in the map are not fully procedural." Try to be more specific.

    The next few weeks will, indeed, require all of your focus and energy. And they are likely to be the most satisfying as a result! Post daily progress reports and note where you are encountering obstacles. That way people reviewing your blog have an opportunity to make timely suggestions.

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