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L23 — Level layout + vertex-color pass

Goal

Assemble a single small island (or modular pieces) and paint large-scale tints for paths and biomes.

Layout options

ApproachPros
One grid/plane with heightFast for course
Modular platforms snappedReuse pieces
Sculpt lightly then decimateOrganic; watch polycount

Course island is a subdivided grid with a soft dome and painted path.

Placement hygiene

  • Keep gameplay space inside a clear boundary (fall-off for kill plane later)
  • Leave room for 8 starshard spots
  • Avoid microscopic gaps that break simple collision later

Collision proxies (preview)

Optional empties or simple cubes named COL_* for later gameplay — Module 4 can read a table even if auto-export isn’t ready. For now, notes in a text file are fine.

Lesson code

Module 3 is Blender-first — there is no per-lesson C ROM for L17–L25.

Runnable code that loads the course meshes lives in the Module 3 asset lab checkpoint (lessons/m3-asset-lab/).

Next

L24 — Rigging.

N64 Educator v1.2.2 — libdragon + Tiny3D · branch master