by ZURI » Mon Dec 21, 2009 2:56 pm
Jojon,
Thanks for the explaination. My previous modeling experience was with CAD and QeRadiant. I'm amazed at how truly powerful Blender is. I haven't posted much since I started my project - as my time has been consumed by the enormous amount of information and tutorials available online. After going through a lot of it pertaining to game level development, I'm beginning to understand just how important it really is to optimize the environments we create for gameplay. In light of this, I thought it wise to start completely fresh - with a fresh idea. My brother and I are working on the initial design right now. I'm doing the modeling and he's providing concept ideas and possibly some custom textures. Before we go much further, I would like to throw an idea out there without giving too much away.
Here goes. The age is inside of an absolutely vast, ancient building. It's midnight black in areas, but there is enough light in places to make out the magnitude of the place. The walls are smooth, but uneven. They appear to be made of blocks of an odd, metallic mineral. The roof will appear so high as to be almost indistinguishable, like in D'ni (but it's not in D'ni.) There is a light fog covering the main floor, which glows with a soft blue hue. If you listen hard, there's music coming from somewhere, but you can't tell the source. It seems to be eminating from the walls and floor. If you look up, you'll see four massive floating platforms. They're extremely old, constructed in a time long forgotten. It seems surreal, impossible! Ahh, but that's part of the mystery of the age. Sometimes you hear the rumbling of a massive machine - one that seems to rattle the whole place. There is definately something deep beneath the floor. Something powerful.
In the center of the age, is a large conical structure. Actually, it is a series of structures (sorta like a Ziggurat made of Mastabas). In order to reach the top of the structure to reach the goal, you must unlock a series of combination puzzles. Each puzzle (when completed correctly) will rotate one or more of the levels of the structure either clockwise or counter clockwise - revealing a maze that leads to the the top (Where the player will find a linking book to it's sister age and a continuation of the journey.) The structure is big, each layer around 10 feet high. The bottom layer is about 250 feet wide with the top about 30 feet. My concern is whether or not the animation of the layers rotating will be too much for older machines. The ENTIRE face count for the structure, including all 13 layers is 204. At completion it will probably be closer to 300 faces.
I am trying to make the age super-efficient, with a very low poly count. Taking the advice of others on these boards, I'm concentrating on the texturing, audio, lighting and ambience to set the mood - rather than breakneck graphics. The age is fairly large, but very low poly (Only around 15,000 faces total). At completion it may be closer to 25,000.
Attached are renders of the platforms in the corners of the age. They're 1671 faces. That number will increase some, but not much. I want to give them a "dripstone" look.
Whadaya think?
- Attachments
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- Looking down
- PyramidIsland4.jpg (34.43 KiB) Viewed 3110 times
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- Looking up
- PyramidIsland3.jpg (20.29 KiB) Viewed 3110 times
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