My first irrlicht rendered level

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

My first irrlicht rendered level

Post by Virion »

I just finished this level today.

Image

Actually I'm just doing this for fun lol. Maybe I can make it into a game perhaps? What type of game do you think is suitable and match this level?
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

maybe i will add some more stuffs on it. i'm trying to keep it more or less similar to ff7's style. perhaps i can make a small rpg demo? hehe.
neoIxen
Posts: 13
Joined: Fri Mar 16, 2007 3:39 pm

Post by neoIxen »

Do you know 'Final Fight'?
It's an old snes Beat'em up ;)

You can play with a friend against street gangs and so.

Your screenshot make me think of the underground/canalisation areas of that game ^^

Those were the days XD
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

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?

Good work 8)
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

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.
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

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 :D

PS: What modelling program did you use?
olivehehe_03
Posts: 157
Joined: Tue Mar 20, 2007 8:30 am

Post by olivehehe_03 »

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 :D
Tell me what you cherish most. Give me the pleasure of taking it away.
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

What modelling program did you use?
3d studio max
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

Next you just need some spiky haired characters to fill in your map
I am making one. Human modeling is hard... Used 3 hours but only finished the head(with spiky hair on it) + torso:

Image

I don't know how I gonna texture it later. >_<"
Perceval
Posts: 158
Joined: Tue May 30, 2006 2:42 pm

Post by Perceval »

Hey, good work :D ! I really like the modelisation of your character.
I'm sure it will looks very nice once finished.
BlindSide
Admin
Posts: 2821
Joined: Thu Dec 08, 2005 9:09 am
Location: NZ!

Post by BlindSide »

Virion wrote:
Next you just need some spiky haired characters to fill in your map
I am making one. Human modeling is hard... Used 3 hours but only finished the head(with spiky hair on it) + torso:

Image

I don't know how I gonna texture it later. >_<"
Wowow thats very good! I am jealous of your modelling skills...

Maybe you can give us some tips on how to produce this kind of hair?
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

select one of the faces of the head-->extrude-->weld the vertices together to form a spike.

My own way lol. :lol:

by the way... i think there are too many spikes on the head... maybe i will remove some of them.
Dances
Posts: 454
Joined: Sat Jul 02, 2005 1:45 am
Location: Canada
Contact:

Post by Dances »

Virion wrote:select one of the faces of the head-->extrude-->weld the vertices together to form a spike.

My own way lol. :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.
Virion
Competition winner
Posts: 2148
Joined: Mon Dec 18, 2006 5:04 am

Post by Virion »

Done modeling... its time to make the texture. No more spiky spiky hair! lol
Do you think its better to have spiky hair?

Image
Last edited by Virion on Sat Jun 09, 2007 9:49 am, edited 1 time in total.
olivehehe_03
Posts: 157
Joined: Tue Mar 20, 2007 8:30 am

Post by olivehehe_03 »

Looks nice, but I definately preferred the spiky hair :D
Tell me what you cherish most. Give me the pleasure of taking it away.
Post Reply