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Making different scales work together

Hey all. I'm trying to think through how to achieve something and could use your feedback.

I'm trying to create what amount to oil rigs in my game. They aren't actually oil rigs, but that's beside the point. I'm trying to achieve a look like the following image:

oil_rig1.jpg

Notice how there is a fair amount of fine detail, but some majorly big shapes?

Now I'm doing this for a first person view, so I really wonder how you guys thing it should be approached? I'm thinking multiple layers of tiled + detail textures for the large scale forms. Then regularly textured for the pipework etc. With instanced tiles where they can be used (walls or whatever).

Anyone any thoughts?

Oh and yeah, my rigs won't be on fire or leaning to the side :)

Replies

  • monster
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    monster polycounter
    Will you get close to the rig? Or is it just a background piece?

    When I made some race tracks I used alpha decals of skid marks hovering about an inch over the surface to break up the pavement textures. They were also set to cull out from a distance. Maybe you can do something similar for the rust and wear streaks.
  • sprunghunt
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    sprunghunt polycounter
    it really does depend on how close you need to get to this. If you had to walk on the oil rig you'd probably want to make it as a series of smaller props that you place to create the whole rig.

    If you never have to get close to the rig then you could just make it out of a few much larger pieces which have a much lower texture resolution.

    For making the large concrete forms you could mix a tiling texture with a uniquely unwrapped texture. Have a single texture with AO and water streaks and then a smaller detail texture with the base concrete on it.
  • zoombapup
    This is for a first person view, so you will be living on the rig. But you also fly past them and around them, so ideally it should work at both near and far scales. Which is my problem really :)
  • sprunghunt
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    sprunghunt polycounter
    zoombapup wrote: »
    This is for a first person view, so you will be living on the rig. But you also fly past them and around them, so ideally it should work at both near and far scales. Which is my problem really :)

    if you make it for first person scale it'll probably look fine at a distance.
  • Ace-Angel
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    Ace-Angel polycounter lvl 12
    Lots of tiling textures and clever segregation of detail with 'division' pieces, as well being modular in general.

    I know, I'm throwing out alot of Technical jargon at you, but the PC wiki should have you covered.
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