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The Struggle of workflow for games

wickdsickk
polycounter lvl 3
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wickdsickk polycounter lvl 3
Cheers guys.

So i've been into 3D for a while now, but there is this one thing that keeps messing with me and its constantly on my mind when im making stuff, am i doing it the wrong way around? when do i do what.

So to give an example, if i make a house in maya, consisting of several pieces, and some are the same copied around, what i do now is build the entire house, unwrapping while i make pieces, then i delete all the duplicated pieces and make every unique piece as a highpoly, take it into zbrush and finish up the highpoly, then take the pieces back to maya, bake, then i copy out the pieces again, but it seems like it cant possibly be the most efficient way, and i was wondering how others go about doing this?

Anyways, thanks for answering if you decide to do so, and have a nice day ;)

Replies

  • Eric Chadwick
    If you don't have a clear idea of what the building should look like, then building a blockout is a good idea. It's usually a good idea to do this for a game level too. But usually you can use just boxes and simple shapes to make the blockout, not worth the time to make custom detailed meshes.

    You shouldn't unwrap any of it until you know which pieces will be the "master" ones.

    Usually you build your set of unique building blocks, then assemble them in your level editor, not in Maya. That way they're treated as instances by the game, which is more efficient. These instances are often called Prefabs.

    We have more on this kind of workflow here on our wiki
    http://wiki.polycount.com/wiki/Modular_environments
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