All writers go and finish off the train pieces race here when you take instead of the hard brush I actually
will stick go hard brush that we have the same kind of effects going on throughout the whole thing.
Let's take our capacity on then we'll take it up to about five our breast size is 100.
Let's make sure we're in the raised and lowered terrain.
We'll just continue with our current pattern of just simply making some circle spots and bringing them
in look and make it feel like that there isn't really a a way here to get to Oceanside but possibly
maybe we could give them a little impression that over on this side there is a there's an entrance that
way from the playground perspective.
They'll they'll get the idea that yes I'm supposed to get there but just not this way.
It could be something that from the you go into here lead you all the way around and trails through
for some fun adventures.
There we go.
They don't really need to sculpt anything except for what the player is going to see.
So for instance if you go you could spend your whole time sculpting the entire map out.
But if it's not if it's not necessarily seen by the player then it may not be something that's necessarily
important to spend a lot of time working on it
but it certainly is kind of rough.
Filled with also blimp the area so that when the player does get to the top there he'll be able to see
some of this
by
.
So when you're working through the level one thing to keep in mind is what is the time of day if you
you've noticed we don't have any kind of a math for anything up in the background what we call a Sky
box and place a sky box in here and a little bit.
But you can kind of get the impression of that for feeling to see if it's going to actually fall right
what time of day you want to be that night time isn't the time and work through those.
All right.
Here we go.
So we're starting to go through here kind of see that the player build this SEE make his way and conceive
.
And third the player will go over here to my hierarchy and just click on the player and using the move
to move the player over to our starting location.
Then let's make sure that he's facing the direction that we want to face that way.
So we push play.
We now see that we can go through here get that impression of not being able to see any more above.
So we don't really know what's happening but we get our first view of the little cottage up there.
We have
a little shack up there.
We see that we can make our way up through here.
You can't see what's over the wall there.
But when we come up here let's see if we can see it oh we've built up too much.
So we'll take it down a little bit that way we can see what's going on.
Make sure that our hill behind it looks good.
All right.
You can get up to here.
You still can't see it down there so let's make sure that down there actually is all in this area right
here.
Be sure that we actually lower that spot.
All of this
from that perspective we kind of see that these pieces right here they just simply be lowered down so
because our terrain the BE I actually just use or lower so a hold will shift and lower down them and
take the capacity up to about 10
that we see so if we were up to here now we have a nice clear view and actually see it and we get that
to here
and I'll take this down just a little bit more.
There we go.
And then you can smooth that pending on which ones you've changed.
You can smooth out the areas little
by right
so we can see just a little bit from there and we get the idea of what's happening and where we're going
.
And we have a nice little setting around.
All right.
So the only other thing we want to finish off on this is just putting in a couple more textures.
Well Bill the call this part of it done so we'll take the brush again then we'll go ahead and do one
texture here and then take the size.
It will probably keep the size of the bell 100 boom drop the opacity down to about 20 years up
then maybe take the breast size down and we'll go for about four years one little bit of detail here
and there with some of that mud
.
We just can't give the impression that it's that it's not just rock but it's actually someone who's
been here and been digging up the area
.
So hopefully by now you've just kind of this is it.
Generally it's just it's going through in layers is that we're just taking it through in steps.
We're not trying to go through here and create everything in one pass.
But we were trying to make it so that it gives the impression of you go in you can start with some detail
then you can start adding some more detail but block you then give that first first fill of
where you want the environment to look like.
Well we started with just a green line here.
And then a little outline here and then we started building up the rest of it and creating the right
pieces in the patterns and things.
So you could also do for instance if we had a snow texture you could go in here and just have a snow
cap across all the pieces make it feel like it's a cold environment if you wanted to.
All right.
So up we go we finished off that one.
The terrain I think will go and call it finished.
The only other part we would do is add in the elements that we haven't actually secured to the ground
.
So I'm just going go in here and I bet that one object up at the top that straight up and down some
of the take in just push control didn't make a copy of it
and we're going to move this one.
This is just going to kind of finish us off on structures so that it feels believable
.
Very good.
We'll take it.
And we'll just use the skill to remember what keys are on this can make some big post going up here
make it look like it's really holding the weight.
If it's not on the rock it's actually the rest is being supported by the.
We'll take this on.
We'll put one in here on the backside.
Make sure it looks like it's going just about from the side of it there.
Or we could make controlled even make a copy of that one.
And let's put that one on the other side over here
.
You can turn off your lighting.
Remember you can always Toguri lights on and off if you're trying to see things and there's too many
shadows in the way you just toggled on and off.
Right.
So we got that one full fleece another one here and there skelter all of this it back
there we make sure it's not breaking through the top and you know with this one you could even have
some fun with it and you can bring it out to the end and scale it up and make it go past it like this
break
and do the same thing for the back side like another coffee controlled the most places over here where
the break is on
like if it went all the way in the corn.
They make a coffee and then this one we leave a little bit lower because we don't where we don't want
to mess up the viewers vantage point of the scene out
because finishes off with one more thing over here.
If you notice just some coffees and these are all just blocks we're not doing anything anything special
with it just using what we have been just trying to make some shapes that are interesting enjoyable
to look at Play say a really large one.
Let's make this really wide really big.
Cut down an entire breed just for this one log.
There we go
with something like that one maybe even a little bit of a tool too.
There we go.
Could even kind of rotate it sideways.
We will do that direction
we want.
We can make a copy of this one and we'll place it on the other side
right now and starting to feel like that's being pushed into the scene.
It feels like it's almost certainly full natural.
Granted we would have a lot of decorative elements to it that would be geometry objects created not
just that primitives.
Right.
So turn the lights back on and we still haven't actually set the lights for the angle we want that so
far.
And so you're looking for it.
We've got our posters supporting it now makes it a little bit more realistic.
You can have angled braces going up and down those would definitely just continue.
Add to that realism of the objects and the shapes with the vantage point of our oceans
both finish off on this piece right here.
The next thing we'll do is we're working towards putting some water in the scene and getting some trees
and skyboxes it