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Basic Idea of level design #236232
11/12/08 22:35
11/12/08 22:35
Joined: Sep 2008
Posts: 37
I
Invader Offline OP
Newbie
Invader  Offline OP
Newbie
I

Joined: Sep 2008
Posts: 37
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?

Re: Basic Idea of level design [Re: Invader] #236237
11/12/08 23:37
11/12/08 23:37
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
second one?!


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Basic Idea of level design [Re: rvL_eXile] #236318
11/13/08 15:54
11/13/08 15:54
Joined: Sep 2008
Posts: 37
I
Invader Offline OP
Newbie
Invader  Offline OP
Newbie
I

Joined: Sep 2008
Posts: 37
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?




Last edited by Invader; 11/13/08 16:19.
Re: Basic Idea of level design [Re: Invader] #236319
11/13/08 16:26
11/13/08 16:26
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
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.


Moderated by  HeelX, rvL_eXile 

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