View Full Version : Environment:Coral Beach

07-16-2004, 02:32 AM
Hey, this is my first post for a WIP!:D

I'm making a 3d enviroment for a project in school. This is going to be my first environment but I want it to be on my demo reel so it needs to be good...no, great. I've already started this about a week ago and I've been searching for feedback through friends and classmates but all I get is a "it looks good!" or "I like it". I hope I can get some critiques here.

I'm trying to imitate Jak & Daxter, one of my favorite games ever. The final project will be a fly through of a beach village area.

Here is the environment layout...

Very basic layout.

EDIT: Just read the rules! deleted two pics, will put them in their own post.

07-16-2004, 02:36 AM
I went ahead and put together a very rough represenation of what I'm going for. I wish I could show you my sketches however I don't have a scanner:(


I need to work with the rocks a little but I like the look.

Tell me what you think.:)

07-16-2004, 02:44 AM
House I'm working on, still needs windows and the roof isn't finished.


I think it might need to be wider. I do plan on putting furniture in each of these houses, making each one distinct.

07-16-2004, 03:17 AM
cool stuff, texture the goodness :)

Alex McGilvray
07-16-2004, 06:26 AM
I really like the art style,, kind of reminds me of the GC zelda game or banjo kazooie,,

only thing I'd suggest is maybe the rock formations in the backround are too round,, maybe make them a bit more jagged..

07-16-2004, 01:07 PM

I'm not ready to texture it yet, these are early models and I still have more in the pipeline. Speaking on textures, I'm not experienced with making my own tileable textures. If anyone could point me towards a good tutorial or two I'd be grateful.

07-16-2004, 03:13 PM
Looks a little like the first level in kingdom hearts....?


07-16-2004, 03:27 PM
reminds me of a tropical smurf village lol
looks great though. no real crits or anything, just can't wait to see the outcome. it looks good thus far

07-17-2004, 11:00 PM
Thanx to everyone who's replied:)

I'm not modeling it after the island in Kingdom Hearts, but now that you mention it I might go turn it on and take a look around.

Made some progress today. I put rock on the sides of most of the islands plus built a dock.
Do the rocks work on the big land in the back? Do I need more, less? Keep in mind that there will be quite a few plants and trees.

I have two more islands to finish, then I'll pick up the house again.

Thanx to everyone who's replied:)

07-18-2004, 12:22 AM
The level looks great! I think there should be more land though, it might be hard to travel around in in a game. Unless the rocks lead to a higher flatter place, then add more land!

07-18-2004, 12:58 AM
^Thanx, there are a few islands absent in the last pic and you can't tell the beach from the water very well, sorry. When I get around to working on the beach you'll see it wraps around most of the island.

I'm going to put a few platform elements for jumping, swinging, etc. later on. I was thinking of it as a beginner's level, a small island village before the gamer would set out.

07-18-2004, 02:58 AM
i think this is shaping up to be a really great environment - but the rocks in the back there, against the cliff base, look very odd - they look like they are very flat rocks pressed up against the base of the cliff? maybe some of them could jut out into the bay a little further. this is coming along great!

07-18-2004, 04:53 AM
I just noticed that the boards were unlevel! That's not a bad thing, it's a good thing. It's realistic since it's an island and it's probably ghettoe. Make some v shaped notches on the ends of the boards and little spaces shaped like |/ in between the boards revealing the water. But make the spaces a little more subtle. Anyway, great job so far! The houses look awesome and the general mood seems happy.

07-18-2004, 09:06 PM
^Great suggestions. Something about the rocks were bothering me but I couldn't put my finger on it. The boards are uneven on purpose, I'll tweak them a little more when this particular island nears completion.

I built my lighthouse today. It's not done but it's all I'm doing today.
Don't want to bog down this page with anymore big pics so I'll just link ya...

close up: front (http://fleshandwire.com/Journal/progress_03.jpg)
back side (http://fleshandwire.com/Journal/progress_04.jpg)

07-19-2004, 01:54 AM
i really like the style
keep this thread updated i wanna check out the progress

07-20-2004, 03:47 AM
I've started on one of the villagers' house. the trapper's house.

The next three days are pretty uneventful for me so I should get quite a bit done. I hope to finish this house early tomorrow and HOPEFULLY I'll be able to start and finish the Potion Lady's house.:)

Should have another update late tomorrow.

07-20-2004, 04:51 AM
If you happen to put this in a game would there be a load when you enter the buildings so that it's bigger on the inside? Anyways, the details on the trapper's house looks great! The cages, lanterns, roof, etc. Please texture!

07-20-2004, 08:45 PM
can you post some wires, please?

07-20-2004, 09:02 PM
i agree, try and loose some of the roundness on the rock formations, it didn't even occur to me before but they look more like stumps than rocks, i really like the style though, try to keep it consistent if you decide to change the shape, good work though dude :)

07-20-2004, 09:04 PM
Cool, as soon as I saw this I thought the first level of Jak and Daxter, since that's what you're going for, you've nailed it! Keep up the good work. :)

07-20-2004, 09:46 PM
The details are great! I like the cages in front and the cool little lanterns hanging from the roof. The roof itself and the house generally looks cool. If you actually put this in a game, would you be able to go in and if you can, it should be bigger on the inside. Just a suggestion. Please texture!

07-20-2004, 11:46 PM
Thanks for all the praise, I don't feel so bad that I'm burning my eyes out in front of my computer all day:D

The house is actually pretty big inside, the characters (I have envisioned) wouldn't come any higher than 3/4 of the doorway. Besides that, the objectives for this level would be helping out the villagers so there's not much of a reason to make them huge or anything.

wires comin' up. Keep in mind that I'm rebuilding all the cages. There were waaay too many polys. The house as it sits right now, no furniture or decoration is 1099 polys. My goal is to keep each house under 2500 polys. The lighthouse as it sits is around 1600 polys I believe.

I'm not sure about the rocks, I may lose them all together or go a different route with them. I've gotten rid of quite a few though.

Okay, here are the pics. Keep in mind this is my FIRST time making my own textures, be gentle but be entirely honest. I made all of the textures in MX Fireworks. (I don't have photoshop)


I've spent the last 6 hours tweaking the house and making my textures work in harmony, but all is for not if it doesn't look good for someone else. Tell me what you think!

I'm going to hold off for more development until I get some feedback. I need to know if this looks okay, if so I'll go ahead and texture the lighthouse next.

07-20-2004, 11:55 PM
look nothing like kingdom heats level now! :) was only the first pic really, but its looking cool as hell. i love that "nintendo" look! its gonna look superb textured!

07-21-2004, 12:16 AM
finnaly found some shots of it ;) the level in question is a really cool start to a wonderfull game in my opinion.!



07-21-2004, 10:51 PM
Ooh! O_o. The textures are great! It looks like it's ready to be put into a game.

07-21-2004, 11:08 PM
agreed - the textures suit the geometry VERY well!

07-22-2004, 05:58 AM
Okay, small update tonight. I just learned all about making my own alpha maps today so I could make the cages low-poly.


Without the palms, the scene is 1493 polys. (With it's a little over 1600) I've changed it from the trapper's house to the fisherman's house. (Think of the cages as lobster cages or something;)) I have loads more to do for this house and I WILL finish it tomorrow! Now that I have a handle on making textures and such I should be making progress at a faster rate.

Do the palms work? Yes, No? If no, why and what do you suggest.

Thanks to everyone's replies, they really are a great source of motivation.

07-22-2004, 06:25 PM
textures are looking awesome

but i think the cages would look better with more geometry than with the alpha maps.

keep the updates comin :]

07-22-2004, 06:29 PM
Hehe, i really like the way this looks. Nice and cute. :) My only advice at the moment is i think the wires attached to the ceiling don't really fit with the rest of the house. Maybe placing some nice plants from the ceiling with alpha maps would look cool. It would break the overal brownish colour of the house.

07-23-2004, 01:54 AM
This is getting better and better! The palms look cute and make everything seem more alive but I noticed one palm without a trunk. Is this because it's behind the house? Everything looks like it's kicking a**.

07-23-2004, 04:02 AM
The cages bumped up the poly count considerably, each one sitting around 100 polys. Each cage/box here sits between 6-30 polys, save for the lobster cage, that one is around 80 I believe.

wires...they were going to be ropes. I agree with you though and I threw them out, opting for a net instead. I haven't gotten around to making my potted plants yet, when I do the fisherman will get one or two. I figure he's too busy to care for them anyway:)

I'm done with the fisherman's house for now. It turned out decent, imo. The inside is not done, however I don't think I'll add that much more if anything because the inside will hardly be seen.
Fisherman's House (http://fleshandwire.com/cgtalk/cages_final.jpg)
Polycount: 2145
As always I'm up for suggestions.

I also touched up the palm leaves, I think I'll use it as a ground plant instead. (I'll work on the palms later)
Plant (http://fleshandwire.com/cgtalk/fern.jpg)

Probably won't update again until Sunday.


07-26-2004, 04:00 AM
This project is slow and go at the moment. Color coordination is not my strong point, in fact I'd call it a handicap. I can make one of those houses from scratch in 15 mintues, ask me to texture it and I'll take the rest of the day.:(

I need to have a rough render put together this Wednesday so I've decided to down size my project in order to meet the deadline.


(A rope bridge will be over the red roofed house)

You'll notice the island has gotten smaller and I lost all the outlying islands. Don't know if I'll bring them back or not, depends on time. Right now I'm thinking quality over quantity, a few kick ass textured models over a dozen mediocre ones.

Still have another house to build, the beach, plus all the vegetation. I'm going to scatter some more rocks around too.


07-26-2004, 12:30 PM
It locks kick ass so far man ! but id think about re doing the blue rock texture its a bit flat mabey put some fake rocks on the texture and noce shadow in photoshop and itll look much better...


07-26-2004, 12:38 PM
Really nice style. I find the most interesting parts where the smaller rock cliffs are, ie where there is more visual activity. The tall cliffs are nice, but there is nothing to break up the long sides. Maybe some vegetation or little cliffs sticking out?

Nice job :)

07-27-2004, 08:32 PM
It's looking great! I'd add flowers and trees here and there, though. Make the scene look more alive, you know?

07-27-2004, 08:45 PM
so far I gota say nice stuff :)

Texturing looks like it is going all good.

Depending on what engine this might be on you could use some more material effects to get things looking better with very slight cost of texture memory.

For example you could use vertex blending to do some nicer cliffs and combine two textures with that and also spec maps.

Looking forward to seeing how this ends up.

08-30-2004, 04:38 PM
OMG! I didn't realize I had put this project down for so long. I haven't worked on it in over four weeks but I finally decided to finish it so I can move on. Please click on the link below
>> Coral Island << (http://www.fleshandwire.com/coralisland.html)

Depending on what engine this might be on you could use some more material effects to get things looking better with very slight cost of texture memory.

For example you could use vertex blending to do some nicer cliffs and combine two textures with that and also spec maps.
I just started diving into the whole texture area so I'll keep these in mind for the next project.

Thanks to all those who replied and critiqued. :)

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