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Author Topic: The mapmodels thread  (Read 4306 times)
Neon_Knight
In the year 3000
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Trickster God.


« on: July 09, 2013, 06:20:15 am »

In regards to mapping, mapmodels are one of the most required assets for mapping, alongside textures. They can be created with GTKRadiant (the output is an .ASE file with the method), but the best MM are created with 3D editors, such as Blender.

Basically, what's needed for our maps? Cosmo gives us an answer:

Textured mapmodels would be appreciated.

Things like teleporters, lamps, floodlights, sconces, floating skulls Wink, decoration, stuff to spread out

If it's of utility for anyone, I've made once a sketch about how a teleporter for an egyptian-like map could be. More sketches about required stuff would be helpful as well.

So, let the modelling... begin. Tongue
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"Level Designers are 1 part architect, 1 part artist, 1 part game designer, and 1 part beta tester!" Cliff Bleszinski
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