I first started to build my level by creating the main platforms
in 3DS Max. I made 6 different kinds of planks that I could use to break up any
repeated platforms as much as possible
At first I had created the planks with too many tris as I
felt that because it was something that the player would see a lot of. However
after play testing many times, I came to realise that it was something that I personally
did not focus on very often and found that I was too generous with the tris as
it really did not affect the silhouette or shape of the planks.
Another reason I had decided to lower that count was because
it was repeated so many times throughout the stage that it ate up so much tris.
Along with the planks, I added the mountainous terrain to
the main platform asset. I mainly did this because I considered that it would
have been a pain down the line to accurately place them where I wanted them
exactly to fit in as it did with my block out plan. I made the terrain blue to
contrast with the brown of the wood.
I created stalactites to give the natural terrain more of an
impact and pronounce them a little more.
Naturally, the inhabitants would have built around as well
as use them as platforms in certain areas; for example placing planks atop them
to create new paths.
With the seabed, I only created a plane for it. As vast as
it is, it would be very much obscured for detail from the masking of water. For
similar reasons I had also kept many of the background mountains low with the
tri count because the fog of the stage would filter out the details of the
silhouette.
I had used a multi-sub object to assign the planks, the
support beams, the mountains and seabed.
The main problem I had was when I was creating the 2nd
UV channel for the light information. Because the asset was so big, it was
extremely fiddly to fit everything accordingly into the UV space with ease. I
had used the flatten mapping on certain objects such as the rectangular support
beams, planks, etc. and had re arranged many of the mountains to optimise the
shadow seams.

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