The criteria for success are fairly simple then. In order of importance, they are:
- Fulfill the environment specifications - This is essentially just to do everything listed in the environment specification. Keep the model under 100,000 polygons, make it look Peruvian, make it easy to navigate, etc. If this is achieved, the project would be considered a pass.
- Surpass the artistic 'quality' of the previous map - One of the more important goals is also to make the environment look better. This includes using polygons intelligently, so more can be given across to detailing, as well as making more detailed and varied textures. The buildings and textures in the original map were pretty bland, and a lot of polygons went towards making the mountainside. The environment hadn't been planned well, and therefore it suffered.
- Artistic Goal - In the end, I'd like to approach the level of atmosphere and mesh/texture detail of the game screenshots below (Games shown are: Half-Life2, Resident Evil 4, S.T.A.L.K.E.R. and The Witcher). NOTE: It will never be possible to reach the same level, due to limitations with the game engine. I want to get as close as possible, but without support for bump and normal mapping, and with only a simple lighting engine the graphical quality of these games are just out of reach.








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