Hi,
i have a question about the way the enviroments in The order 1886 were modeled.
For example here (from David Budlong's amazing ArtStation)

Why are perfectly flat surfaces like the floor or these panels on the left subdivided so much? Also in this pic, even the glasses in the windows are inset.

Why is that? From looking at the final image, i can't really see a reason for that. Most of these surfaces are flat and have normal wall materials on them. I could see doing this if you wanted to use Tessalation on it, but from the looks of it, that's not the case. A lot of these subdivisions don't necessarily seem to serve an architectural function (like a window) either. For the most part avoiding huge and stretched polygons might have been a reason. Maybe making UVing easier. my best guess is, that a lightning feature in the Engine works better with these subdivisions than just a huge square, but that's just a guess?
Maybe someone can enlighten me as to why this is? I really love the env. Art and the way it looks and feels and want to understand it some more.
Replies