So now I'm back from Melbourne and it was wonderful. Meeting people in real life solidified a lot of friendships into something really tangible and that's been super helpful. I also met a bunch more people which was nice, and overall it was surprisingly relaxing and comforting.
Anyway, all that aside, I'm back now and I've put in a bit of work to move this game along! I decided to try streaming my modelling progress and even when nobody was watching, it was strangely helpful. If you're interested in catching one of these streams, my channel is
https://go.twitch.tv/fenreliania. With these streams, I modelled a few random things that will be on the island:
In order, we have a reed, a bench, a lighthouse, some standing stones, and a pagoda. I haven't yet UV mapped or textured them, mainly because I'm not sure how I'm going to do that yet - I am probably going to use a special kind of custom shader that makes it easy to switch out palettes, for a few reasons including accommodating colourblind accessibility.
A few days after this first stream, I decided I was ready to figure out how you're supposed to model 3D terrain with a modelling program rather than a heightmap. A heightmap just wouldn't cut it for the kind of terrain I wanted to present and the sharpness I wanted from it, you see.
I started with the rough map I drew from a few weeks ago, and tried to trace the outline. This went okay, but I think I got a bit too detailed, and I wasn't sure what to do with the multiple levels. Ultimately this ended up a bit of a mess:
When you find your process has been unfitting, the best thing to do is scrap your work and start again, keeping in mind the lessons you learned and the problems you recognised, so I did exactly that. Instead of tracing the lower edges of cliffs and drops separately, I instead outlined the sections separately and then extruded higher edges down to connect to lower edges. I also put much less detail in, to make it easier to adjust until I'm totally happy with the overall shape and ready to detail it out. The result:
It turns out the proportions of the island aren't quite what I wanted from it, so I'll be doing some tweaking of those. For a few examples:
This is meant to be a relatively thin little section where the beach turns back into the grassy ground, instead it's just a big undefined slope.
This should be an intimate little path that leads up to a somewhat cozy area with a greenhouse and some potted plants... instead it's another hill up to a huge field.
This is a chasm/canyon. It's... a bit small.
This should be the small section of land jutting out next to the waterfall with a pagoda on it, but uh... the angle is totally wrong and so is the sizing of all of it.
Anyway, this was a surprisingly long update for how minimal and general the content was, but I'm happy with it. I will update again when I either bring the map out of "alpha" (so I'm happy with the sizing and form, and want to start adding details) or when I have some more general models to show off (textured or not). If you made it this far, thanks for reading!