Basic Idea of level design

Posted By: Invader

Basic Idea of level design - 11/12/08 22:35

Hello, which way should I do following example?



The first way would save Verts, but in Blender the lighting is gonna looking bad. So when should I use it?

The second shows the geometrical way which doesn't show lighting errors in blender.

So which way is better for 3dgs?
Posted By: rvL_eXile

Re: Basic Idea of level design - 11/12/08 23:37

second one?!
Posted By: Invader

Re: Basic Idea of level design - 11/13/08 15:54

Oh you can't see a second picture in this thread? I do.

But I can't explain the problem in words.

Anyone got an idea?





Another example. The first picture shows that just 1 Vert is forming 4 rectangles. (Bad lightning/shadowmap generation in blender)
Second Picture shows a symmetrical way. (Good lighting)
So is it not good to save polys?



Posted By: lostclimate

Re: Basic Idea of level design - 11/13/08 16:26

its all about making a choice, if you game is ran on something that can stand the extra polys then use them. if not, use the lower poly one.
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