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Decorations and Spirit

Archive: 7 posts


The title is a bit random...
But this is what's happening to me lately...
I can never get satisfied on how my levels look.
Even if other people think it's amazing, i still think it can be improved.

I love how MM creates their levels, using a lot of materials. I usually just use 2-3 key materials in my levels so i feel abit bad about that...
I don't really know how to make levels visually appealing, i'm really bad at matching materials...
I'm good at making lightning.

I've also noticed most of my levels were quite bland when they were first released, only with feedback they got much better.

A lot of creators also use the layer system much efficiently...
I almost never use it.


The point is...
Do you ever feel your level is visually subpar compared to others?
2011-06-01 16:05:00

Author:
Flame Dragon
Posts: 312


Yes, but then I feel most artists are self-critical - and that you are critical of your work is a good sign.2011-06-01 16:14:00

Author:
Ayneh
Posts: 2454


It's all matter of style You don't need to be like MM, you can still use 3 materials and make something cool, i used only 2 materials to make Tetris because it's all i needed to make as i wanted to ;] You got Mona Lisa with color and you got comic book with only 2, is this make comic book less interesting?2011-06-01 17:36:00

Author:
Shadowriver
Posts: 3991


I don't try to compare my levels I'm currently making to other creators because everyone has their own style, and so to try and match someone else's style means you're not really creating your own unique style as such IMO. I tend to compare my levels with each other. I started the second level of a series I'm doing, and thought it was good. I got stuck and started on level one, and it looked a whole lot better than the other level so much I decided to restart level two.

The other thing is not everyone was great when they published their first level. Luos_83 for example is producing insane looking stuff for his new level judging the photos he uploads to he LBP.me profile, but look at his first level he published and some early versions of his Sack, The Legendary series and they are, without any offence to Luos, pretty bad in comparison to his stuff now. So even if it is bad, the more you make, the better you'll eventually get. I doubt there's a way to ever reach a maximum standard of creation in LBP. Almost everyone will probably find a way to do something better with their levels than they have done before.
2011-06-01 18:20:00

Author:
Moonface
Posts: 310


I have become a fan of layering a lot of stickers and over killing the visuals for the most part. Start with cardboard to build your level. Once it is fun, then make it pretty.2011-06-01 18:33:00

Author:
poorjack
Posts: 1806


I have become a fan of layering a lot of stickers and over killing the visuals for the most part. Start with cardboard to build your level. Once it is fun, then make it pretty.

Sounds interesting.
2011-06-02 11:20:00

Author:
Flame Dragon
Posts: 312


If you create some custom stickers you can add a lot of visual variety using only a small handful of materials. Try designing a detailed pattern, then make a sticker of it using the photo function and paste it onto a textured material for some interesting results. Be inventive. For the main wall textures in Space Assassins I plasmified a matt black surface, took a photo, placed the sticker which it produced onto a tiled material, took a photo of that, then placed that sticker onto MGS metal. For other walls in the level I first cut out circles of the fossil-like stone material and intersected them, covered each piece of the mosaic with a photo of purple-stickered sushi material, took a photo of the mosaic, then placed that sticker onto the rose material from the Valentines DLC. Using these techniques I was able to create detailed scenery through texture and pattern, without using many sculpted shapes. Check out the pics in my creator spotlight if you want to see the effects - https://lbpcentral.lbp-hub.com/index.php?t=43686-Creator-Spotlight-26-Ungreth&highlight=scrumpy+sack

Also, don't stress about using more materials if you want to, because although your thermo might rise a little bit with each one you add, this is only taking away from the materials allowance and doesn't affect how many shapes, objects, logic, stickers/decos, etc you can add to the level. You could potentially use 30+ materials and still be able to create something that fills the entire level space allocated to you.

If you don't feel comfortable enough or don't have patience enough to "sculpt" in the back layers, you can always create your backgrounds in the normal layers, then emit them into the back layers once they are fully built. This is what I did with Scrumpy Sack.

http://img163.imageshack.us/img163/9951/scrumpy3.jpg


The background in that photo was built in the normal layers using 3 layer thick segments. Once each segment of scenery was built, I emitted these one at a time into the backlayers, first 3 layers back, then 6, then 9...etc...until finally the distant mountain range which was emitted 21 layers back. This was achieved by the following technique.

1) capture a foreground tool together with the scenery
2) place the whole thing into an emitter on the normal thin back layer
3) unpause for a milisecond
4) quickly pause again before the object is emitted
5) move the emitter to the normal thin front layer
6) unpause again until the scenery is emitted into the back layers.

The length of your foreground tool corresponds to the number of layers your object will be sent into the background, so the longer the tool, the further back your scenery will be emitted. Don't forget to "anchor" your backgrounds with dark matter or with anti-gravity tools. If you don't have any layer tools, search comphermc's levels and you'll find a complete set given away as a prize.

Hope that helps a little
2011-06-02 16:40:00

Author:
Ungreth
Posts: 2130


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