Moved from liaison post to forum for jonathan.
Terrain assets
Below are a list of ideas
Insperations/ideas
Tree I want to look like https://www.turbosquid.com/3d-models/3d-model-tree-acacia-plant/806485
https://www.turbosquid.com/3d-models/max-acacia-tree/806753
Foliage
Trees. S/M/L (in progress. Research complete production will start soon.)
Bush. S/M/L (No research done but will use the same process as tree. Production will start soon.)
Grass. S/M/L (No research necessary excepts for quality. Wont take more than 30 minutes. For prototype minimal effort will go into this asset. Production will start soon.)
Flowers. (Unnecessary for prototype. Asset will remain on hold. )
Natural rocks/terrain
Insperations/ideas
Rock formation example https://www.turbosquid.com/3d-models/scan-rock-3d-model/894669
https://www.turbosquid.com/3d-models/3d-model-stone-forest-15-pack/1009583
pebbles examples https://www.turbosquid.com/3d-models/3d-model-stone-forest-15-pack/1009583
Rocks S/M/L (researching this one still. Im going to scult most rocks and bake a high poly texture onto a low poly asset. Wont start progress on this until trees are finished. Possible that when my research is finished I will have many many rock assets to use. Will update info when I can)
Pebbles (refer to above)
Natural terrain (Rocks/cliff faces/spikes/ natural occurring terrain. Not necessary for prototype.)
At the moment the work that i have been/will be doing on these assets will be basic. First off we only need them for functionality and to keep the land from being bare. I will be doing my best to create textures in GIMP/PS. I just got rid of my tablet so well see how that works. I will also do my best to get any textures i can for free mostly for the rocks. But i can probably do a pretty good job getting a rough basic texture made for most assets.
These will all be done in low poly. And very basic. I will add variation when i can but will try to reuse as much as i can so to keep time/ and reasorces spent to a minimum. Ive already started reasearch on UV mapping as even though its slightly unnecessary i do want all of our assets to be identifiable and its a good opportunity for me to learn and practice these things for the future.
As right now this is just a rough list so please if anyone has anything to add/alter please let me know. As well as any feedback would be appreciative.
Yes ive already started work on the tree and all that needs to be done with that is to be created. I dont think its necessary to create a whole bunch of individual ones for now but we could scale/alter one model to create variation.
This house will be simple as well and Im thinking three maybe four variations will do just fine as well.
It is vital to the terrain we get rocks and grass in there as well or the whole thing will just fall flat. However do you think its necessary for the prototype? Unless its for a tech reason i dont think so. Im not to much worried about aesthetics though i can understand If we need to test the engines capability we may want to add them in.
For now i say one tree with three variations and 1-3 maybe 4 houses. All low poly.
Ya of course. let me pull something together real fast.
Okay so on this 1v1 map Heres an example. Those buildings would be roughly two possibly three times the size of the tank right? And the roads would be big enough to accomidate for movement/battle. Is this what we are thinking?
Okay so aside from it being a weird awkward photo i was thinking something like this? Models of an urban area or ruins that units can pass through?
If your confused the green is grass and the brown are "buildings" Im a fan of asymmetrical/symmetrical (is that a thing? Ill make it a thing.) design so probably two "different" urban areas on both sides of the map