It looks very nice did you make those textures? How did you make the dirty looking part at the edges where the pathway meets the walls? What program is that?
I used the burn tool in photoshop to make the edge of the texture looks slightly darker and dirty. I try use a 1024x1024 sized texture for the whole level to keep the level looks detailed. But there's much spaces left on the texture map. I will try to add some more stuffs onto the level. However, the size of the level will remain like this to keep the framerate...
My idea is like... walk from the end of the pathway to another end and switch map. Old RPG style lol.
Yeah I figured when you said Final Fantasy 7. I suppose you can have the camera from just that angle and have a FF or MGS style game, that would be very cool. Next you just need some spiky haired characters to fill in your map
Looks pretty good, the geometry of it looks real simple too (means good framerate). It looks like the sort of level you'd see in a side-scrolling shooter or platformer, probably more a shooter though because of it's darker, dirty look. Actually, now that I think of it, it looks like a 3D version of the levels from a game called Abuse, it had the same dark underground kinda look. It would be awesome to see some more levels like this, keep up the nice work
Tell me what you cherish most. Give me the pleasure of taking it away.
Virion wrote:select one of the faces of the head-->extrude-->weld the vertices together to form a spike.
My own way lol.
by the way... i think there are too many spikes on the head... maybe i will remove some of them.
IMO that is the best way to model anything and keep the poly count under control. Start with a box with a few subdivisions and extrude and weld the hell out of it.