That other post regarding a stage idea inspired me to take another attempt at my own stage design. For once, it doesn't involve gimmicks falling from the sky! This is also the first one that I've modeled. So here it is.
To picture scale, imagine a tall character being slightly smaller than those two small rocks hovering over the center. This stage purposefully limits the effectiveness of throws to the left and right.
This employs ray-tracing, normal maps, 3D procedural textures, global illumination, and 17,571 polys. So I think it is safe to say that it would be very difficult to get it to look this smooth in the game. Modeled by Blender and rendered by Yaf-ray. If I were to polish this any more, I would just give each rock mass a slightly different tint, and add smaller grayer rubble.
Let me know what you think.
Update 1: Gave the outer rocks edges to grab onto and a surface that can be walked on, to make recovery actually feasable.
Update 2: Added player markers. Moved the small center platform up. Moved the floating rocks away from the center.
To picture scale, imagine a tall character being slightly smaller than those two small rocks hovering over the center. This stage purposefully limits the effectiveness of throws to the left and right.
This employs ray-tracing, normal maps, 3D procedural textures, global illumination, and 17,571 polys. So I think it is safe to say that it would be very difficult to get it to look this smooth in the game. Modeled by Blender and rendered by Yaf-ray. If I were to polish this any more, I would just give each rock mass a slightly different tint, and add smaller grayer rubble.
Let me know what you think.
Update 1: Gave the outer rocks edges to grab onto and a surface that can be walked on, to make recovery actually feasable.
Update 2: Added player markers. Moved the small center platform up. Moved the floating rocks away from the center.