=AQ3D= Design Notes September 2nd, 2015: Building maps in AQ3D (Full Version)

All Forums >> [Artix Entertainment Games] >> [AdventureQuest 3D] >> AdventureQuest 3D General Discussion



Message


Zyrain -> =AQ3D= Design Notes September 2nd, 2015: Building maps in AQ3D (9/3/2015 7:41:01)

quote:

[img]http://aq3d.com/images/avatars/avatar-yergen.jpg[/img]
Yergen
Cavernous


Building maps in AQ3D
By Yergen on Wednesday, September 2, 2015

Yergen here, I've been working on so much for AQ3D. Keeping everyone on task, setting up the armor and weapon art, creating fx for the game, and helping Llussion building maps. WHEW! Building maps has been a lot of fun but requires an attention to detail that I am not used to. When you do it right though it's a good win.

[img]http://aq3d.com/media/1308/cavedown.jpg[/img]

To be specific I am merely compiling the great 3D work that Llussion has made and putting them together in Unity. It's kind of like a model set.

[img]http://aq3d.com/media/1310/cavedown2.jpg[/img]

Once I place all the pieces together where I want I get to add lighting. When you first place the lights they are white and it just lights up the scene. The white lights are a great start but the need... more. Then I go through the lights and start changing the colors to make the scene feel more dynamic. Once you have all the lights you want you "bake" a lightmap to apply your lights to the scene.

[img]http://aq3d.com/media/1311/cave44.jpg[/img]

That's about it for right now. I'll show more later!




Evangel -> RE: =AQ3D= Design Notes September 2nd, 2015: Building maps in AQ3D (9/3/2015 8:38:45)

Guessing this is the next Doomwood area? Looks cool. Pretty lights from the aerial view.



Speaking of maps, new GreenGuard North preview.




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.109375