Last post, I went over what was the minimum needed for me to create a level. I detailed all of the pieces and their basic function, but I do not feel I gave one in particular enough credit. The generic floor piece is one of the most important to construct for the map. Not only will it likely be by far the most used piece, it will predominantly be responsible for setting the feel of the level. Every other piece will be in one way or another a modified version of the floor piece. Even pieces like the walls, while not directly a copy like the ramp, ledge or support pieces will be, will have the general shapes similar to the floor to keep a unified feel.
With this level of importance, I do not want to rush in and take the first thing I make and run with it. Outside of missing some great ideas which may come from making multiple iterations, my main purpose is to find one that looks right while fulfilling my criteria. Since form follows function, most of my criteria are fairly easy to meet. Obviously, the science fiction look I am creating stems from the fact it is suppose to be a starship cargo hold. Intricacies and a slightly unfinished look stem from the setting also and science fiction in general. These intricacies lead to cool and interesting looking pieces (and I could continue with this train of thought, but I think I made the point, its usage dictates a certain look and a certain look makes its useable). The hard part come from my desired polygon count: one polygon or two triangles. Having an intricate and detailed piece fulfill this requirement means a heavy reliance on normal and displacement mapping. I do, however, feel this is necessary to keep the game running smoothly. I know I could do some level of detail work, making the closer planes a little more high polygon, but I have worries about seems where the levels of detail change. I have played game where their level of detail models changes too quickly and it made the game seem unpolished.
Hopefully, if things progress like they have been I will have a few more normal and displacement maps done by next week and then see how well diffuse, specular and ambient occlusion maps can fake distance the week after this. Once I have all the maps done, I will show them, detailing the highlights and short comings of each. At that point I can select one and start modifying it to make additional pieces.
Also, I know I said I was entering a contest. Unfortunately work has been picking up and there has been quite a bit of overtime, so I was not able to get close enough to finishing the entry to even show it. I may work on it later, but for now it joins my list of unfinished projects. Until next time,
~gunnah
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