Home Technical Talk

3DS Max - ideal workflow for complex, curved gameplay environment

interpolator
Offline / Send Message
danr interpolator
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

  • Eric Chadwick
    I would do it with subdivision. OpenSubdiv is great. Keep the cage as low-res as possible as long as possible.

    Spline surface modeling in Max is great but has that pesky requirement of being all in tri- and quad-patches.
  • poopipe
    Offline / Send Message
    poopipe grand marshal polycounter
    As it happens I did exactly this on a game a couple of years ago. 

    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. 



Sign In or Register to comment.