Back in the planning stage I identified all the modular assets and created a detailed list in Google Sheets to keep track of what I had to make and what stage the assets were at. There are very few unique models in my entire scene which is the same as the original. Building Architectural ElementsĪs Dark Souls 3’s environments are predominately large and detailed I discovered that modularity and flexibility were key to making the level when it comes to models. This means a strong focus on performance through LODs, shared UV space, highly flexible substances and current generation technical limitations. I also wanted to design the level as if it was part of a larger open-world just like Dark Souls 3. To prevent obvious repeated use of assets they utilize foliage and broken variations of columns, archways etc.īasically what I wanted to achieve with this environment was something that sticks very closely to the original reference (approximately 90%) with about a 10% leeway to add some of my own ideas or try to improve certain areas. Another point I discovered while analyzing the original scene was the clever use of efficient modular pieces to make up the vast majority of the level.
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