DOUBLE PINGAS!(post)
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my only concern is with that catwalk thing you have going on there as an entrance into the base. it seems that it would bee too easy to fall off, and it seems like its too close to the front door to make a significant difference on gameplay. perhaps you could work it into the cliffs as a cave or something as that would solve both of those problems
Harsh?
No.
Not in the slightest. It's just a bunch of boxes with intrusions and a few angled edges. None of your 'buildings' even have an iota of a sense of purpose. Detailing can only go so far - for the construction to make sense, there must be function built into the foundation of the map. Right now all you have are a few boxes with some random-looking, 'broken'... catwalk thing. Rebuild the map from the structures up - don't even fucking touch the terrain, you suck at it right now (nothing wrong with that - I do as well) - and build them in a way that shows why they were built.
The problem with tessellation is you create more edges than you need. Every edge on a surface should define shape. If you create all these edges before you know what you're going to do with them, then you have to work around all the extra geometry to get what you need. Tessellation in this application is a very top-down approach. You need to work bottom-up with simple, blocky shapes, then refine by adding edges only where they're needed.
Also, some things to look out for (all of these are caused by tessellation):
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Last edited by Con; December 2nd, 2009 at 06:46 PM.
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