Check with seller The next step is bringing it into 3D

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Books - Magazines Published date: August 3, 2015

Boris Chestycough, steals Professor Merricarp’s time-machine blueprints before she has time to finish the device, and uses the result to travel from time period to time-period in a bid to track each one down. In order to avoid any resistance he constructs his own portable machine that will infect the atmosphere with nano-engineered spores. These spores will infect any intelligent species (besides rabbits) with a mutagen that removes free will. Effectively turning anyone who breathes them, into Dr D's slaves! When Professor M realises what's going on she enlists her childhood friend, Clive, to help. She must stay in the present day to manually stabilise the wormholes her machine creates. Reluctant at first, Clive realises what's at stake and agrees. After discovering Wrench playing with a spanner inside panel of the machine, Nancy pinpoints the location of the first set of Stones, and so the duo of Clive and Wrench are on their way! Describe your technical process and the duration when designing the most complicated level so far? My process for a level generally starts with a mood board , by which I mean I gather all manner of photo's, video clips etc of things related to the levels theme. After I have enough to get a feel for what I'm going for I start sketching out ideas for specific set pieces and landmarks. Finally when that's all done I will do an overhead concept art of the whole level, normally labeled with a bunch of arrows, and notes to aid my level design.Legend of Zelda Wind Waker The next step is bringing it into 3D. I use the concept art as a basis and start blocking everything out, using very simple geometry at first. Then I pull the finished “blockout” into Dofus the game engine to make sure distances between objects are correct and get a feel for where the Dofus player can and can't see. Once that's figured out, and the blockout has been adjusted accordingly (typically through several iterations) I start adding detail. After dofus kamas the level is modelled fully I will begin texturing it. Each material in Dofus the game I paint by hand. I strive for something similar to the beautiful look that Dofus Games like LoZ Wind Waker and WoW have. This really helps sell the cartoon aesthetic.Finally, after all that's done, the whole thing gets brought into the Unity engine and I start adding things like scripted events, collectables, trigger zones and collision (making sure Clive's footsteps sound different on specific surfaces.)The biggest near-finished level is Iceceratops. It took roughly a month and a half to create. But the one I am currently working on is Corsair’s Cove, which has already beaten that record! For how long has the team sacrificed and managed personal expense, time, and motivation? How did this massive project continued throughout the years? I'm working mostly alone on the project at the moment, I like it that way because I can work at my own pace, and keep full creative control.

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