Showing posts with label islands. Show all posts
Showing posts with label islands. Show all posts

Wednesday, June 3, 2009

Texturing, Concept Drawing, And Perspective of Islands Map


Recently, I’ve begun to focus more on my Islands map for Team Fortress 2. I’ve created a few versions of a rock wall texture for the map as none of the textures included in the game are close enough to what I need for this environment. While I have some completed textures, I’m still working on getting it to look exactly how I want. I also realized, when looking at some of TF2’s official maps, that I’m not quite clear as to how I want the buildings in the environment to look. Should the buildings be mostly concrete, metal, or wood? Do I want small rural shacks, large industrial structures, or interconnected concrete buildings that blend into the natural rock walls? I do have a clearer idea of how the underground interiors will look, but the outside environment is important as well, so I decided I should begin to create more detailed concept drawings of how I imagine all the environments to look.

I began sketching out a landscape, but stopped and thought of how I could show as much information as possible in one drawing. In all reality, I can show plenty of information with simple two point linear perspective, but, admittedly, I went a little overboard and sought out how to make a drawing that could show two opposite faces of an object at once. My answer lay in five point curvilinear perspective. In all honesty I had to Google for this for a brief explanation of how to do it, although, it’s rather simple—it just uses four vanishing points placed around a circle and a final point in the center (of what could be called a sphere) to serve as the zenith or, in this case, the nadir. What I found though is that, depending on how your subject is meant to be viewed, you could use this center point to align any edge, not just those aligned to the z axis. You can see this in the second sketch where I aligned all lines on the y axis to the center point. The last sketch reveals the entire outdoor environment nestled inside the island. Most of the buildings are very simple and the area represented is a lot smaller and more basic than how I really want it to look, but it was still fun creating this type of view—it’s like a bird’s eye view of the area seen through a fisheye lens.



As fun as this was, curvilinear perspective, at least of this type, is not what I really need, so now I have to move on to drawing the environment so that it seriously and more accurately represents the space as intended. This will be cool too though, and if I get it down well enough I’ll go ahead and color the drawing. Yay!