Sunday, September 25, 2011

Space Egyptian Map Greybox

For 3D for Games we turned in the greybox of our Space Egyptian level, which means we had to have the basic level blocked out. We also blocked in colors on the elements to differentiate them from each other so that not everything is covered in a mesmerizing checker pattern, haha.

Here's my basic map layout after many variations (the first variation was a few posts back!) The city is going to be half-surrounded by a jungley forest and the right side of the town (bottom of the map) will have the cliff-sides of the crater in the terrain. The screenshot is a top-down view from UDK.

Ignore the lighting - it's actually going to be a nighttime level, I just set up a few "work lights" for now. The first three screens are going to be the placements for the final "beauty shots" of the level. The second three are before and after shots after getting some feedback from upper-classmen playtesters 8)
 White blocks are buildings, orange blocks are marketplace stalls, and the railings are stalls with an open back that you can see through.
The big round structure thing here is a stand-in for a fountain, and the pillars will be obelisks.
 People said I should make the map much smaller, cut down some parts of it, and consolidate the big areas so there were less open spaces. The before and after shots are taken from high vantage points so all the changes can be seen.

The next step we're starting is modeling the modular building pieces in Maya, and starting on various props c8

1 comment:

  1. WOW This looks all so cool, and I REALLY love the layout you created for the space. It flows so nicely qvq AND THE SKY IS SO PRETTY

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