Hi guys, i am new here, i cant figure out the steps into creating a game level that looks similar to this
my intention is to build a detailed 3D map using 2D/3D objects and 2D characters, my first thought was create a 3D model inspired in the design from a primitive square but i am not sure if that’s the right path i should take to create something like this
Wow, that’s beautiful! And I like that it’s small. Most people come here asking how they can create Skyrim, by themselves in their bedroom, with no skills at modeling or coding.
Anyway, yes, to create this you would use a 3D modeling program. If you’re on a Mac, I highly recommend Cheetah3D. Otherwise, most people seem to use Blender. 3D modeling is a lot of fun, and something like the above is totally achievable (buildings etc. are much easier than people). But it’s a skill, so plan to spend a few weeks/months building up to this.
Start with blocking- use primitives to rough in the layout and gain the functionality you want. This way you can get a level together quickly and see how it works before you commit to fleshing everything out with detail.
I’ve learned that the answer to most “how do I start?” questions is: “Small.” Worry most about just the next step.
Next, you’re going to use a cube-mapped skybox for the background (trees and sky and such). I would additionally apply some sort of shader to the trees in the far background to make them shift just a bit for dramatic effect,
The rest is standard prop creation and placement in a 3d modeling software. For the toon effects, you’re going to need to use shaders, and I would do the same with the flag’s waving, that should be easy enough.
You can totally mix 2D and 3D and get a great effect. Paper Mario is an extreme example, but lots of games have some mix of 2D and 3D anymore. Look at some of the fan remakes of the old Sonic games.
It’s just a matter of whether you’re better at 2D or 3D. You can easily make a scene like that playable in 2D. The only hard part is layering things like the railings so that you can be in front or behind properly.
In all likelihood, 2D will produce better results faster. It can get easier to cut corners in 3D, but still expect it to take more time to reach similar levels of quality.
Too much just depends on what you want to do. For a static scene, 2D is the winner. If you want real-time lit day-night cycles, then 3D makes far more sense.
Thanks for all the replies guys they were all very helpful, i didnt draw that design in particular but i did draw something similar inspired by that one and many others with similar designs.
I think the 2D is a good choice because the textures would look better and the game will render faster the cons are alot more code is going to be needed alot of light and camera play to give the sense of a 3D world.
In the other hand creating 3D worlds is fun but i have no idea how could i texture that amount of details?
i cant find any tutorial on youtube that matches what i want to do, all the tutorials i found about texturing are aiming to create huge realistic worlds like skyrim using tft files for texture and there’s none about small worlds from a far perspective i think using tft file in such small worlds is not what i should do
If someone could please link me a tutorial or give me the steps it would be of much help, thanks
that is “hand painted” or “stilized” technique you can make textures like that with Gimp or Krita…
Now, in 3d or 2d? well… 3d will be more interesting…
Wooah! That is one lovely scene.
A cosy fantasy type cabin, on a floating island. Cool!
Kinda reminds me of Zelda/Jrpg adventure scenes.
Now all of a sudden, I’m getting lots of ideas.
Yeah, model it in something like Blender then unwrap the UV and paint it with Krita or Sketchbook.
Or hire an artist.
Hiring an artist is always a good way to go.
EDIT: Oh, there is a 3rd option. If you don’t plan on moving the camera around or using orthagonal view, you could cut up that image and make them into layers.