This is just playing around with Blender, rendered in Blender. I plan
to do my next game with somewhat realistic models. I realize it would
probably not be built on an island like this, but I wanted a feeling of
depth. The background buildings are just textured over cubes, which is
what I plan to do in the game, restricting the player to a certain area.
It’s OK in an adventure. I did the car off a blueprint I downloaded from
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Blender render eh? Click on the light, then go to object data, scroll
down to the sampling section and set both a high sampling rate and
smooth shadows. Instant render improvement :)
Your car model is pretty decent. I recently did a Ford Interceptor using
nothing but tracing paths. How did you go about your model? One video
tutorial I saw built his car using nothing but a single cube. It was
I would consider putting in a little extra detail to the buildings
rather than vanilla texturing them. Even GTA IV had a lot of useless
buildings, but they added some extrusions typically at the doorways and
stairwells to add some dimension.
Anything else you care to share about your WIP? What engine you’re
using, does it tie in with Blender, how far along are you, etc.?
I plan on making it a web game using Unity, so I want to keep polys and
textures to a minimum. I’m going to actually do one window and repeat on
far away buildings to save on texture. Of course, if a building is too
close, I would probably need to do a few things like you mentioned.
How far am I? Basically in the design phase. I played around with Unity
a bit, but not for this type of game. I plan to do it in first person
using only the left mouse button for motion, inventory, etc. I’ll
probably write a longer story and release it in chapters if anyone plays
the first one.
I did the car using extrusion from a plane. When I do it again, I think
I’ll try something different. I played around with bezier curves,
converting to an object and then using the looptools addon to create a
bridge, which somewhat works but only in one direction. I could maybe
start from the front and move to the back that way, at least for the
major modeling. I’m just getting more comfortable with all the 2.5
Unity ties in with Blender well, it can read a .blend file for import.
It’s actually using the FBX exporter but it’s all behind the scenes.
Doesn’t do morphing though, and I’m not buying that morphing tool. I’m
used to using bone animation. I’ll be using text boxes anyway for
character speech and not using that many.
Looks like old school vr, from that shot, which I have a small
The car model is decent, love the diner :) and the buildings in the
background as filler look nice too. Hope things go well for you.
I realize the render could look alot better, but you just wanted a real