Critical Mass :: 3D Action Puzzle Game

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Forum Index - Modeling - Creating an effective backgroud?

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-RoadToDawn
Member
RoadToDawn

3 years ago
OK so for my uni dissertation some of you may heard of before, I'm creating a gothic 3D church. However, I'm having trouble setting up the scene - I'm stumped on how to make a good floor and sky that are convincing - I've been told before that I should create a circular plane floor to make an effective horizon, but I cant seem to make it look right.

Is there any easy way to set it up so that I have a convincing ground plane and skyline?

My latest 3D project:
[Link to ja3dface.blogspot.com]

-Tyson
Senior Member
Tyson

3 years ago
I would start with a big plane with around 25 segments each way. collapse it to editable poly and model in some terrain moving things around with soft selections. maybe a plateau for the castle. you could use a noise modifier to get some natural looking slopes too. decide on a camera angle and model some mountains in the distance from another plane, copying them off into the distance moving and rotating them so they overlap. Add a curved plane in the far distance and apply a texture like distant hills or forrest with a sky. then its just down to texturing the terrain and adding some fog for a sense of depth. add fog by turning on and adjusting environment ranges in your camera settings and applying a fog environment effect.

-RoadToDawn
Member
RoadToDawn

3 years ago
Sounds quite complicated but I'll give it a shot. Here's the latest shot of the project as it currently is:

[Link to img88.imageshack.us]
My latest 3D project:
[Link to ja3dface.blogspot.com]

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Critical Mass :: 3D Action Puzzle Game

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