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paul-banister
01-21-2007, 07:13 PM
I was lucky enough to of got a wii for x-mas from my girlfreind,even though she was offered £500 cash for it on the day she got it!!.one of the games i got was monkey ball.absolutely addicted to the game but what i really liked is the style,cartooney colourfull patterns make up the texturing work,...so with that in mind and the fact i havent done any environment work i thought why not.
Just about done with the modelling,the pic only shows 1 palm tree,thats because im only modelling n texturing 1 tree then copying it over to place around the level,its fully rigged up so that each one wont look like an obvious copy etc.
so heres the bit im not too sure about,..in terms of texturing i know lotsa small maps are better than a couple of huuuge ones,but what i dont know is how i sort out those maps,as in do i have a map with all wood on it,one with the palm tree,one with just the banana,the sky dome,ground(sea) etc,or would it be better to have say a 512 x 512 and put various objects to it,and do that for the other objects?

ThreedyModeler
01-23-2007, 02:33 PM
First off, the modeling looks great so far.

I would say in most cases, textures are organized with a certain asset (or group of assets.) It probably wouldn't be a good idea to try and assemble all of your texture material "types" (wood, metal etc.) into separate maps, mainly because as you start laying out the UV's etc, if something gets built that you didn't count on, you're going to have to make a new map for it anyway.

So, for the bigger, more important objects, give them their own custom texture map.

For the ground, grass, water, and generic surfaces, stick with tileable "material" textures which you can reuse a lot (and if you are doing multitexturing, then you can add variation in that to reduce the tiling effect.)

Finally, for all your little items, props, etc... group those together logically and pack them together on one texture (or a set of textures) .. i.e. "fruit" and "foliage."

Which reminds me, make sure you give stuff with alpha channels their own maps. There's no point in having a 512 x 512 texture be stored at 32 bit for alpha if only the bottom corner is being used for some alpha on leaves. It's better to have one big 24 bit texture for your opaque stuff, and then a smaller 32 bit one for your alphas.

Of course, once you have most everything modeled and textured, if you are still adding new objects, you can always find ways to cheat and use textures you already have used in your level. (like if you are adding some driftwood on the beach, you could just map them using the planks for the dock/bridge.) Just make sure you're using the material you already have setup, and aren't making a duplicate material/map for it. (utilize instancing)

JMTC. Good luck on the level. And try not to toss your Wii controller through your TV ;)

paul-banister
01-25-2007, 12:04 AM
ThreedyModeler:thanks for taking the time to answer the question so thoroughly,good advice,...all noticed.hopefully get some time tomorrow to post up a bit of progress.

paul-banister
01-27-2007, 12:26 PM
well,not very impressed so far but hoping it starts to come together more once more texturing of different objects are completed.its kinda weird texturing like this because its very bright and colourfull but there is shading,trouble is it ends up looking like the 1st 'base shading' colours,so you want to add more detail etc but then thats too detailed for a monkeyball level!

steffenk
01-28-2007, 02:38 PM
god a Wii for christmas, too :thumbsup:

the model looks good, also the txture, so far...

...kepp it on ;)

commanderkeen
01-28-2007, 11:58 PM
nice model and color choices :)

paul-banister
01-29-2007, 11:16 PM
thanks for the comments,much appreciated.

little update.

commanderkeen: slightly off topic,...just checked out your website,that UT2004 Onslaught map looks awesome.

JustChris
01-30-2007, 02:09 AM
That is some nice wood texturing. You could probably vary the colors of the rings on the posts, because they jump out at me too much.

I'm a fan of the Super Monkey Ball games and so far it looks pretty sweet. Although it doesn't have as much vertical action as I prefer in those levels, I like the ideas behind this. I don't think it's too complex for such a level- you have enough bends and turns, extra bananas to lure the player into the more difficult path.

Remember not to skimp on the backdrop detail when you're almost done with the level.

paul-banister
02-05-2007, 10:37 PM
JustChris:thanks.yeah i'll tinker with the textures at the end to make sure they all work together and dont have random textures/parts that stick out like sore thumbs.i probably will change the level slightly to include more vertical parts etc.
bit more progress.since these rocks are close to where the player would be i wanted them to 'interact' with the water instead of looking like they were just 'placed' there.

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