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Modular Cutouts for Stylized buildings. (How?)

polycounter lvl 18
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oXYnary polycounter lvl 18
If your game is using a stylized look with your modular walls going slightly concave/vex.  How do you account for cutouts like doors/windows?

As per the curve of the wall depends on the height of the building.

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  • Eric Chadwick
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    I would make 1 set for the bottom floor (presumably more curvature) and another set for the higher floors. The whole wall, bridging pieces, a set of corner pieces, etc.
  • oXYnary
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    oXYnary polycounter lvl 18
    Thanks for the reply Eric.  That breaks down though if the curve is dependent on building height versus a set amount.  Maybe I could cheat and do a set inward curve bottom floor.  All middle floors straight.  The uppermost floors always curved outwards.
    \     /     (Upper)
    |    |      (mid)
    |    |       (mid)
    /     \      (Lower)

    Would still require 3 separate versions of each modular piece though..
  • Eric Chadwick
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    Really depends on the style.

    If someone else is designing the aesthetic, then you could show them some limitations to give them a sense of the design issues, so they know what the costs are of various styles. More curvature = less unique pieces, etc.

    You could also try a parametric approach. Houdini, Max. Apply different curvatures on top of each element. I've used Clone+Reference to do this kind of thing in the past.

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