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#1

Making levels look "pretty"

Archive: 24 posts


I hope this is in the right place.... X_X

So, I'm still a novice level creator (As far as I'm concerned) and I can do all of the basic things, and understand the utilization of all the Bolts and Winches and whatnot. But the one thing I cannot seem to do, is make my level look pleasing to the eyes. Every time I try, it looks...well....bad. Decorating and making the level look pretty is the hardest thing for me to do.

So, if anyone would be kind of enough to share me some tips/tutorials, I would be forever grateful. And if you're feeling really generous, maybe you could even show me some tips in-game? Any help would be most appreciated!

(I'm still paranoid I didn't post this in the right place >_>)
2010-07-10 00:41:00

Author:
Laharl
Posts: 152


Hey! I can give you som basic tips

1. Use stickers and Decorations! I place them around my level when i feel that i need to, and i see if they look nice there. If they don't, I delete them!
2. Use small grind to work with stickers and decorations in a more precise way. (particullary the pipe ones)
3. Make your own scenery objects. I usually use the corner editor, it's an easy and funny tool.
4. If you're willing to "go advanced", you can make your own stickers and use them to make objects. I've made a tree and a bush myself.

You can check my "The Village" levels to see how I deal with forest enviromment. It isn't the "Big One", but it's fair.

OH! And don't forget to add some sounds to make your level pretty to the ears.
2010-07-10 00:50:00

Author:
gdn001
Posts: 5891


I struggle with this too, it's really annoying isn't it?

But, here's some tips:

The three P's; Practise, Practise and Practise. Keep practising and you'll eventually get to grips with it. Literally what I tend to do is make something, decide I don't like it delete it, make it from scratch until I like it.

Pictures (Hey another P!). Find pictures of what you want to make and really examine them, try to pick up on details you wouldn't normally, also drawing the picture out means that you have to look at those details to draw it. If you have PSEye, take a picture of the picture, and you can cut round some parts to get the shape of it right.

Hope that helps, it 12:50 AM.
2010-07-10 00:50:00

Author:
Doopz
Posts: 5592


One thing that worked for me was that I started using more materials. I had huge blocks of metal/rock/wood etc and it didn't look great. When I started mixing up the materials, things started looking a lot better. On the other hand you have stylised levels that have only 1 or 2 materials and look great (Hypershere series for example) so it might not be of use if that's the kind of thing you're doing.

Try to avoid straight lines for natural/outdoor settings. A flat block of green sponge never looks like a good forrest floor. Same with trees and columns of wood. Add bumps and twists to surfaces to vary what the player is looking at. Can also give a quirky look to environments that would normally be all straight lines (Robot Town for example).

Lighting. Play with LEDs and the background lighting settings. The best looking levels all make good use of the lights. LittleBigDeadspace would be my suggestion to check out with this.
2010-07-10 00:58:00

Author:
Matt 82
Posts: 1096


Rules (mine!) for creating a pretty level.
1. Well when i make a level I never use more than 5 materials and I always make sure they match my theme.
2. Don't be over-generous with the stickers and decorations. Only place them wear you think they should go make sure they match your theme and never ever go sticker crazy.( It's make some of them not visible for a reason.
3. Create a little scenary. Like throughout your level create at least a little scenary that would be hard to recreate so it would be unique. And in your obstacles and other places put occasional objects ( preferably out of the players direct way) that match your theme to add a little spice to your levels.
Hope this helps a bit.
2010-07-10 01:03:00

Author:
IIIDevoidIII
Posts: 86


I see....thanks for all the tips guys! I actually love to play with the lighting (I have the LED Light hearted :3)

My current level, which is a clock tower type level, is actually finished, but I want to make it look pleasing. What do you think would go well with a level like that? I've been using a lot of LED lights and Cogs, but I don't think thats all I could use...

Anyways, I'll definitely keep all those tips in mind! You guys have been very helpful!
2010-07-10 01:17:00

Author:
Laharl
Posts: 152


Well, I would say, make it more unique and interesting. Maybe do something like a small motor type thing that has all of the pistons and stuff on it controlling things in the tower or maybe just as scenary. Well, I would do that anyway...2010-07-10 01:21:00

Author:
IIIDevoidIII
Posts: 86


I would have to disagree with IIIDevoidIII.
- Use stickers a ton. Theres at least 1000 stickers at your disposal and even more decorations so theres a sticker for everything.
- But the biggest tip I can give you is start using the corner editor on everything. More than not its the difference between meh and great.
-Another big thing is to make use of all 3 of the layers they give you. Instead of having a section in a jungle level a big chunky flat block, split it up into 3 1 layer thick parts and make the terrain on each layer vary.
2010-07-10 02:39:00

Author:
Jrange378
Posts: 573


Oh hey there. ^o^ I remember you. ;D (lol) Here's some tips I could probably show you in-game when we get the chance. Just remind me. lol

- Corner editor is your best friend. I remember you saying that I like it a lot. Well a lot of creators do because it's so versatile. It's perfect for "zipping" materials together, it's great for rugged edges that don't look like basic geometric shapes (like hexagon/octagon, ect).
- Grid is also your best friend. Especially when working with things that require preciseness, such as pistons. I like to use medium grid to create whatever I want moving on a piston, then I switch to small grid to place the piston itself depending on how large the object is. I'll show you in-game whenever we're both on.
- Utilizing all layers is very important. Say you only need one layer at a time (like my Cogbot, it's death-safe to kill if there's two layers, so in my case, I want only 1 playable layer), now use those other two thick layers, along with the thins to create scenery.
- Mix up materials every once and a while. Like in your clock tower, you have mostly rusty metal? I can't remember what it's called honestly, but you certainly use a lot of it. Mixing up between stuff like beam metal, and maybe another type of metal might add variety.
- LEDs rock. Since they exist in the thin layer, you can place them behind thick objects to avoid seeing the light fixture itself. In your tower, most your LEDs are visible. It's not always a bad thing to have them visible, but it is when they seem out of place. (There were a few I can show you on the level that seemed out of place.)
- Stickers are your friend as well. Don't go insane with them, but if a part feels bland, it's probably because there's no/not enough stickers!

That's all I got. The other stuff is just pretty much skill based that you have to work towards through, as Doopz said, practice. That's why when you compare your first levels to whatever your making now, the newer ones always look better. xD People just naturally progress with time and creating.
2010-07-10 04:43:00

Author:
AeroForce22
Posts: 392


Corner editor Corner editor CORNER EDITOR!

Use it!

Lol
2010-07-10 04:49:00

Author:
SupaSack34
Posts: 180


@ Jrange378:
I would have to disagree with IIIDevoidIII.
- Use stickers a ton. Theres at least 1000 stickers at your disposal and even more decorations so theres a sticker for everything.

I didn't mean to try not to use stickers. I meant don't go putting a 20 random pictures of a sackboy in one spot. (unless that's your theme. somehow) And when I said don't go sticker crazy, I meant don't a whole ton of stickers if you can avoid it using one because if you add a lot some f them won't show up anymore.
2010-07-10 08:29:00

Author:
IIIDevoidIII
Posts: 86


Try to limit materials (i'd say 5-6 including Darkmatter & at least one grabbable material)
Stickers/Decorations! Go mad! Certain stickers/decorations can be used for different things than intended for! (example, using the hot rod side engine-rocket-thing with most hidden behind a material it'll resemble a neat silver corner pipe!)
If it'll suit the level, make some bolts/connectors/switches visible! If you're doing a old fashioned-y type level, having the rusty bolts visible (even if you put them just for decoration where they aren't even connecting) they could fit the theme!
Corner edit/Grid. I personally only occasionally use Corner editor and even less the grid, but they're very useful.
2010-07-10 10:26:00

Author:
Matimoo
Posts: 1027


(I'm still paranoid I didn't post this in the right place >_>)
That would be down to the members who grill you about making a mistake all the time, instead of casually asking a mod to move the thread!

The more time you spend on something, the better looking it will turn out, for example one day, you may think "hm that dark matter needs hiding". Then later on; "that colour is too bright" etc.

There is a good little tutorial on LBPC that shows how to make a good looking level, but it's been a while, and I can't remember the name so I'll do some digging. If I don't come back and edit this post, then I haven't found it!
2010-07-10 11:47:00

Author:
Weretigr
Posts: 2105


In my opinion, you don't need alot of stickers to make levels look nice. I use the corner editer alot to make wierd shapes that look good in enviroments and such.

Oh, and everytime you're out and about, look at the little things. They always make the level look nice. Like waves hitting off of a ship or something like that.

Improvisation is key with stickers, and make sure you set you materials to the theme. Hope this helps!
2010-07-10 11:54:00

Author:
AgentBanana
Posts: 511


to get into a creative mindset try recreating a picture once in lbp... like a really detailed drawing of something. not for a level, but just to practice the artistry of design... it's basically trial and error to sculpt shapes, layer details, and find your look with the tools available. think of etching as a slow process with a careful hand like it's mspaint or an etchasketch.


once you get the technique down and find a comfort level, then it just comes down to being able to visualize something in your mind and make it as close as possible. really, just don't be afraid to experiment and mess up. when you're on you're 10th level, you'll realize your 1st level is so far from what you're able to do now... that's when you'll go back and try revamping things or redoing something from scratch.

http://thm-a02.yimg.com/nimage/e68e6de752096104

something simple like that would be a good place to start
2010-07-10 22:18:00

Author:
Unknown User


Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting Lighting

LIGHTING
And corner editor. Also, I like taking pictures in the real world and model after those, try to get every detail onto there.
2010-07-10 22:34:00

Author:
JspOt
Posts: 3607


to get into a creative mindset try recreating a picture once in lbp... like a really detailed drawing of something. not for a level, but just to practice the artistry of design... it's basically trial and error to sculpt shapes, layer details, and find your look with the tools available. think of etching as a slow process with a careful hand like it's mspaint or an etchasketch.


once you get the technique down and find a comfort level, then it just comes down to being able to visualize something in your mind and make it as close as possible. really, just don't be afraid to experiment and mess up. when you're on you're 10th level, you'll realize your 1st level is so far from what you're able to do now... that's when you'll go back and try revamping things or redoing something from scratch.

http://thm-a02.yimg.com/nimage/e68e6de752096104



something simple like that would be a good place to start

Thats pretty good advice. Doing this can also help you realise new uses for stickers and decorations in your attempts to make it look just right.
2010-07-10 22:45:00

Author:
Jrange378
Posts: 573


I found it!!

https://lbpcentral.lbp-hub.com/index.php?t=18344-Tutorial-3.3-Developing-an-Atmosphere

I completely forgot it was in the Logic Pack section
2010-07-12 22:53:00

Author:
Weretigr
Posts: 2105


Just never sacrifice gameplay thermo for gussy thermo.

It can be frustrating how a level is judged first by looks, and secondly by gameplay, but gameplay is far more important. Creativity isn't just measured by how well you can spin stickers, but also how you can integrate fun and or challenge into a level.
2010-07-12 23:05:00

Author:
Valgee
Posts: 105


Just never sacrifice gameplay thermo for gussy thermo.

It can be frustrating how a level is judged first by looks, and secondly by gameplay, but gameplay is far more important. Creativity isn't just measured by how well you can spin stickers, but also how you can integrate fun and or challenge into a level.

Ah, but for those who love art, levels with stunning aesthetics are sometimes the best!!

Whilst searching for "Rooftop Rumble" by GruntosUK, I came across another level of the same name that was really really beautiful!
2010-07-12 23:09:00

Author:
Weretigr
Posts: 2105


I am a big "lighting" person. Sometimes, taking a scene and turning it dark and trying out different lighting can completely change a scene. Also, you have the "global lighting" which can again, completely change the feel of the environment.

A lot of people are recommending very specific tools (lighting, corner editor, etc.) - but truly, what I recommend - experimentation. It's time consuming, but don't be afraid to waste countless hours trying different lighting effects, different stickers or decorations. You never know what you'll find - hopefully, something pleasing and original.

Look at my "Dream Catcher" level. I have a few stand-out effects - I spent a LONG time creating many, many effects and only used a few in this level. Some effects I'll use in later levels - but I spent almost a month just beta testing. It was worth it to me because (in my opinion), I was able to produce something that I hadn't seen in other levels. I'm not the best creator out there by a long shot - but I would say that all my levels are quite original, simply because I'll keep experimenting until I get something that makes me sit up and say, "I haven't seen this before" - and hopefully, the people who play my levels will say the same thing.

Keep experimenting and keep creating - it will all come together. Good luck!
2010-07-12 23:31:00

Author:
CYMBOL
Posts: 1230


I've found stickers and decorations can make all the difference, my last level Rooftop Rumble, was made almost completely from Blue Wood, just stickered up with lots of lighting


Whilst searching for "Rooftop Rumble" by GruntosUK, I came across another level of the same name that was really really beautiful!

I know the level you mean, I searched for levels with the same name as mine to see if there was anything similar, and had a play of that.
2010-07-13 07:58:00

Author:
GruntosUK
Posts: 1754


Ah, but for those who love art, levels with stunning aesthetics are sometimes the best!!

Whilst searching for "Rooftop Rumble" by GruntosUK, I came across another level of the same name that was really really beautiful!

And for those of us not aesthetically talented, it can be Hell to get a level noticed.
2010-07-13 10:14:00

Author:
Valgee
Posts: 105


well, looks alone don't help much with popularity ratings either... only balance of both really trumps all as a guaranteed win. i myself would always have trouble balancing the integrity and visual solidarity of my chosen themes with engaging gameplay and platforming... which is why i often ended up with adventure or puzzle levels, as i'd try to make something look and feel exactly as i imagine it would (the inside of a building for example) and a sudden pitfall, or swinging sponge would seem entirely out of place. gruntosuk was definitely a master at creating believable environments that still had many naturally placed platformer functions. the very first siberia level, and mr genji's heist 2 are about as good as it gets for that ideal.

i think as long as you deliver something quality, with effort shown... it'll resonate with certain people. whether you put 90% of your time into thinking up and constructing original obstacles and challenges, or 90% of your time perfecting your look. my future philosophy will be to make short levels in multiple parts, rather than massive levels in single doses - i figure i'll have much more freedom that way, at least in levels that aren't geared towards backtracking... which i'm hoping will be a non issue in lbp2 with the seamless connectivity of linked levels.
2010-07-13 11:07:00

Author:
Unknown User


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