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
| Approach | Pros |
|---|---|
| One grid/plane with height | Fast for course |
| Modular platforms snapped | Reuse pieces |
| Sculpt lightly then decimate | Organic; 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/).