Sunday, February 22, 2009 at 5:06 PM |  
Some renders of the early level design done in Blender. But in the end we realized not only modelling entire levels in Blender tedious and unwieldy, it does not allow for faster iteration cycles to test if the level was fun and to do that we needed to build a level editor and model out smaller building or track blocks separately in Blender. Therefore we stopped all level modelling works in Blender when it was still in its early stages.

Having a level editor also allows the artist to test materials and force out problems early so that they dont creep up on us later which would've made debugging alot harder then.






























and here are some shots in Blender for the untextured level.



Posted by Prometheus

0 comments:

Post a Comment

Liquid Rock Games and Project Aftershock. All Rights Reserved.