so i've got a gameplay level (VR, real-world size) i need to prototype, one made up almost exclusively out of smooth curved surfaces. Curves flow from one to the other, intersecting naturally, into all manner of shapes. A bit like this, but more seamless, without the separated supports etc:
thing is, since this is very much a gameplay prototype, i need to keep it 'live' as much as possible for the gameplay to develop and be able to make major changes smoothly, its not just a fixed design i'd normally sub-d to medium poly. The gameplay is based off the curved surfaces too, there's a lot of physics involved, so its not like it can develop in low-poly whitebox.
And TBH i'm a bit stuck as to the best way to approach it without spending loads of time making mistakes (prototype = needs to be out quick)
NURBS ... well i haven't even looked at a nurb since about 2000. Ugh.
Where i think i'm coming down is spline/cross-section/Surface, try and keep as much as possible to a single cross-section, and then sort out the intersections of separate cross-sections when the design is locked down.
Anyone have any good ideas about the ideal way to approach this?
ta
Replies
Spline surface modeling in Max is great but has that pesky requirement of being all in tri- and quad-patches.
You're on the right track - Absolutely use Max, keep everything spline based and make use of lofts, sweeps and surfaces.
I built a bunch of tools to minimise the ballache associated with building the surfaces and then he ever changing level design - without which I don't think we'd have ever shipped the game.
If you want to discuss techniques/experiences send me a PM.