Hello again,
I just wanted to ask how can you make a modular cave. I saw boulders tutorial (when you just make a couple of big rocks and merge them together in different shapes). But I've seen a modular cave of another sort, split into pieces.
Corners, rounds, stuff like that. And the floor obviously has random shapes and sizes but it all lines up in the end.
How? I tried making a couple of pieces and then take them to Zbrush for sculpt but the edges go separate ways and if I try to constrain them - it doesn't exactly look natural.
Replies
The article bears lot's of interesting points, though.
They don't have to line up exactly. You can stick pieces through each other and scale them up and down.
Take a look at the reference pics of caves and think what kind of environment you want to make. You'll need few sizes of modules and remember that organic shapes doesn't need to catch up with grid points. Don't connect floor modules with the wall, it will force you to make few sizes of the "corridor". Also there will be lots of overdraw if you'll make it without plan.
I'll make some prototypes for you, give me a few hours, I need go out right now
Avoid scaling. This will make you texture desity different. Scaling is the easiest way but not professional. Also it will make dozens of faces rendered but not visible. If you want to make a crazy-detailed cave on PS3 you need to avoid losing of polygons and I'm talking about 1 000 000 tris scenes.
These might help give you some ideas how to make that edge less noticeable.
http://www.philipk.net/tutorials/modular_rocks/modular_rocks.html
http://wiki.polycount.com/TilingRockWallBeyer
http://wiki.polycount.com/EnvironmentSculpting#Tilable_Cliffs
http://www.polycount.com/forum/showthread.php?t=50160