Vehicles
For the vehicles, I continued to plan out the final concepts for the tank and light helicopter, and tightened up the line art. The tank is ready for the painting stage, but after looking it over with a couple of artists, realised that some parts of the light helicopter need to be changed perspective wise.
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Tank final line art |
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Light Helicopter line art |
The main update comes with environment blockouts. I had a rough idea in my head of how I wanted the test level to play out, and started to create the pieces accordingly to my ideas. To make things a little easier to read through, I've colour coded and split up the environment into 5 different sections: Key Structures, Path Structures, Background Pieces, Enemy Structures, and Lootable/shootable objects. Note I used the 3D software 3DS Max to create these models.
Key Structures
The main key structure was the Helipad at the start of the level. You get dropped off here, and will continue on the path towards the enemy. I found a good circular helipad reference, and combined with the cloud city architecture, built it based around that. It differs greatly from the basic concept as I found the circular shape was more visually appealing to the eye.
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Helipad top view |
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Helipad bottom view |
Path Structures
The path structure was an important piece to work out, as I will be making use of it to create the main paths in the level. I started off by creating the floating platforms from the original concept.
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Floating Platfroms: Trap platform, Corner platforms, and variations on the single platform. |
However, I quickly found that putting them into large groups made them very high poly, at about 46,000. So instead, I created a piece that merges them together, which significantly lowered the poly count to around 19,000.
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New Platform top view |
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New Platform bottom view |
I also created a rotating piece which the player would traverse to reach different areas. Potentially thinking of using it as a quick save point, depending on the length of the level.
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Rotating platform |
Background Pieces
These pieces were created to fill up the environment, as well as provide other ways for the player and enemies to move around. I created a series of silo pieces, creating 3 different variants, that could be scattered around the level where needed.
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Silo single top view |
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Silo single bottom view |
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Double silo connected |
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Large double silo connected |
An additional bonus has been being able to reuse assets to quickly build up new asset pieces, which helps to cut down on the production time immensely.
Enemy Structures
The enemy structures will help to protect the enemy, produce enemy units, aid the enemy in fighting, but most importantly, provide the player with more structures to destroy.
The first enemy structure I worked on was the watch tower. I've done a couple of variants, as I found when modelling the first variant, it didn't look entirely right. The watchtower will allow for enemy snipers, as well as regular troops to shoot and lob grenades from.
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Watchtower front view |
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Watchtower back view |
The second structure was the floating turret. This piece will rise up from under the screen and aid the enemy at random points during the level. Can also be used for friendly fire if standing in the right place and dodging at the last moment. I'm really happy with the exaggerated tall look, as it fits in well with the art style.
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Floating Turret |
The last enemy structure for now is the enemy helipad spawner. These will float in from a random location and spawn 2- 3 helicopter units. This can be halted by the player destroying them before they have a chance to deploy/during deployment.
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Enemy Helipad Spawner top view |
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Enemy helipad spawner bottom view |
Lootable/Shootable Objects
The final pieces I worked on were the lootable and shootable objects. Lootables will give the player weapons, and possible health buffs, depending on which mechanics are implemented. Shootable objects will cause chaos to the enemy if shot or pushed in the right direction.
The two I've modelled so far are the loot crate and a generic barrel, which could have several different uses slapped on it.
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Barrel and Loot Crate front view |
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Barrel and Loot Crate back view |
This concludes the work update for this post. The next update will be posted in the next few days, and will focus on a variety of updates.
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