Finally it’s time to make the other part – the shore. Sea cliffs and sandy shores is quite a good setting for the adventure level. So, some cliffs were made of stonde and mud:
This cliffs still need a better detail, especially – good texturing. But well, from distance they look quite nice. Considering that the main action takes place in the water, we won’t always see them close. This is how it looks all together.
The third step of level design. Some interactable objects were added to the level. They are: inventory objects (items which can be picked up), movers, carriers and immovable interactable objects.
Many of these objects don’t have meshes at this time (placeholders are used), but for some of them I’ve developed 3D models.
Placed in the level they look quite satisfactorily (from a far distance of course).
Later I’ll be compiling the scene once again, because of totally crappy lighting and unwanted gloss. And yes, I found a way to make some parts of the scene brighter or darker.
The second step of designing the level. At first, some smaller rocks were added. They don’t look nice in themselves:
But a propper texture, a nice illumination and a suitable environment made them look pretty good, at least for now. Then, some foliage was added to the level. They are some ivy branches, which I’ve made recently:
This foliage doesn’t look good too, especially the leaves, but I think it’s okay for now. Finally, these simple things made the level look live. But water is still no good – I think I’ll just use one of my old shaders to keep the haemorhoid away. On the next step, gameplay elements are going to be added.
How it looks all together:
And the perspective: