Part of a conceptual build of what would become geometry inside a Starcraft 2 map for a TPS. This is first-age Underworld architecture, built by the servants of The Great Destroyer when time was still young, for a purpose in the distant future...
These are low-detail, low-poly components for the creation of larger structures to use in an in-game environment. The lack of multi-level support greatly hurt the concepts I had for large structures and multi-level worlds... but I went on anyways.
Once I have base geometry modeled I can use the Symmetry modifier to build a vast number of alternate pieces.
Then I begin to build the first area. Here is where the player is introduced to the custom mechanics and world of the first chapter (the TPS system that it would be using). The flat plane would be lava ingame. The large walkways would be able to fit 3-4 thors side-by-side.
Ample use of multiple meshes and render distance would prevent the game from rendering the entire scene at once. However, once lighting and external doodad use are accounted for I have no doubt that this would be a demanding scene for low-end computers. Luckily no one in my audience runs a low-end computer. However, the scene remains admirably low-poly and I continue work without hesitation.
Some structures for use in later environments. These would be doodads with animations and particles...
With one of these doodad meshes I created a new ship, the Gahennas Devastator-Class.
And finally, the first environment beginning to take shape.
No doubt putting this ingame would be a monumental task... and one I am not prepared to take on any time soon.
Well I've been told that it's possible to get these working the way I want, it would just be a ridiculously tedious task since you have to cut apart the meshes.
I mean it would be great if the game supported real static meshes but as it is you'd have to cut apart the platforms and turn those into terrain objects then turn everything else into doodads and somehow align them in GalaxyEdit.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Part of a conceptual build of what would become geometry inside a Starcraft 2 map for a TPS. This is first-age Underworld architecture, built by the servants of The Great Destroyer when time was still young, for a purpose in the distant future...
These are low-detail, low-poly components for the creation of larger structures to use in an in-game environment. The lack of multi-level support greatly hurt the concepts I had for large structures and multi-level worlds... but I went on anyways.
Once I have base geometry modeled I can use the Symmetry modifier to build a vast number of alternate pieces.
Then I begin to build the first area. Here is where the player is introduced to the custom mechanics and world of the first chapter (the TPS system that it would be using). The flat plane would be lava ingame. The large walkways would be able to fit 3-4 thors side-by-side.
Ample use of multiple meshes and render distance would prevent the game from rendering the entire scene at once. However, once lighting and external doodad use are accounted for I have no doubt that this would be a demanding scene for low-end computers. Luckily no one in my audience runs a low-end computer. However, the scene remains admirably low-poly and I continue work without hesitation.
Some structures for use in later environments. These would be doodads with animations and particles...
With one of these doodad meshes I created a new ship, the Gahennas Devastator-Class.
And finally, the first environment beginning to take shape.
No doubt putting this ingame would be a monumental task... and one I am not prepared to take on any time soon.
Looks awesome :) Great job, keep it up!
I think the mapping world would hail you as a modeling god from now on if you gave them an alternate terrain like this.
Well I've been told that it's possible to get these working the way I want, it would just be a ridiculously tedious task since you have to cut apart the meshes.
I mean it would be great if the game supported real static meshes but as it is you'd have to cut apart the platforms and turn those into terrain objects then turn everything else into doodads and somehow align them in GalaxyEdit.